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Character Sheet 



Initial E 




EXPERTISE 12 




Initial V 




VITALITY 2C 




Initial F 




FORTUNE (10+3H-T) 




EQUIPMENT 


MAGICAL 


STANDARD 


Potions of Healing 1 


Sword 




Dagger 




Backpack 




Rope (SQft) 




Tinderbox 




Torches 1 2 3 4 5 




Waterskin 




PROVISIONS 




Food (Sufficient for days...) 





THE LEGENDS OF SKYFALL 

The Black Pyramid 



The planet of Skyfall is a dangerous place for the 
humans who have colonised small areas of this 
fabulous planet. There are vast tracts of unexplored 
forest, plain and mountain inhabited by unknown 
tribes and fantastic creatures. The rich and fertile 
kingdom of Delta is bounded by sea to the south, by 
the desolate icefields to the north, and to the west, by 
the burning wastes of the Groaning Desert. Death 
awaits any traveller who attempts the journey across 
its barren, wind-scoured wastes . .. 

You are a young Deltan adventurer, seeking your fortune 
in the wilder outposts of the Kingdom. When a dying man 
is carried in from the desert, gasping out an extraordinary 
tale of the fantastic structure he has found in the 
wilderness, your curiosity is aroused. You decide at once 
to set out and explore the mysterious Black Pyramid for 
yourself. But you find that the dangers of the hostile desert 
are nothing to the terrors you encounter when you enter 
that huge and sinister edifice . . . 

In the Skyfall series of Advanced Fantasy gamebooks, 
you must immerse yourself in the exciting world of 
your character. If you reason logically from the 
information given to you at each turn of the plot, your 
chances of succeeding in your mission will be greater. 

No dice-rolling is needed to play this book. Instead, a 
unique, quick and convenient game system using the 
heads and tails of coins has been introduced. 



Scanned and compiled by Underdogs 
Home of the Underdogs 
http://www.the-underdogs.org/ 



About the author 



David Tant was among the first people to play 
Advanced Dungeons & Dragons when the game first 
arrived in the U.K. (his highest level characters include 
a master thief, born in 1978, and a patriarch called 
Hopeless who is a year younger). The adventures in his 
Skyfall books have been developed from those he has 
run for his group of fantasy game-playing friends over 
the years. He also acts as a referee ai D & D 
competitions, and from Mondays to Fridays he is the 
sub-manager of a South London bank. 



Also available in this series 



THE LEGENDS OF SKYFALL 

1. Monsters of the Marsh 



David Tant 

THE LEGENDS OF 

2 5 — 

The Black Pyramid 



Illustrated by 

Jon Glentoran 




Armada 



The Black Pyramid was first 
published in 1985 in Armada 
by Fontana Paperbacks, 
8 Grafton Street, 
London W1X3LA 

© David Tant 1985 

Printed in Great Britain by 
William Collins Sons & Co Ltd Glasgow 



Conditions of Sale 
This book is sold subject to the condition 
that it shall not, by way of trade or otherwise, 
be lent, re-sold, hired out or otherwise circulated 
without the publisher's prior consent in any form of 
binding or cover other than that in which it is 
published and without a similar condition 
including this condition being imposed 
on the subsequent purchaser. 



To Nick and Judi 
with love 




Contents 



SKYFALL 

The Skyfall Game System 
Hints on Play 
The Black Pyramid 



5WI 



The kingdom of Delta is the setting for all the 
adventures in this series. It Ues in the northern 
hemisphere of a planet fer from our own where 
refugees from an exhausted and ravaged Terra survived 
the crash-landing of their colony ship thousands of 
years ago. They named the planet Skyfall, but although 
some Terran names survive, no one now remembers 
their origins. 

The humans are not alone on Skyfall, although they 
have multiplied until they now outnumber the other 
intelligent races. Some of these live in peace and 
harmony with men, while others are distinctly 
antagonistic. Almost all science has been lost over the 
centuries, but Magic has developed to take its place. 
And Magic, in Delta, is of three types. 

Arcane magic, the most spectacular, is learned at great 
personal cost by Magicians, Sorcerers, Warlocks and 
Necromancers who undertake a life-long search for 
knowledge. Although many settle for a living by 
entertaining the public with simple illusions and 
harmless spells, a few survive the perils of meddling 
with the occult to master spells that make even Kings 
tremble at their power. 

Clerical magic, mainly of the healing and supportive 
type is practised by priests and bishops of the various 
religions flourishing amongst the human and non- 



10 



human inhabitants. The village priest combines the 
duties of spiritual leader and doctor. 

Druidical magic is quite rare and its proponents tend 
to Uve in the depths of the forests or similar lonely 
areas. The Druids have amazing powers over animals 
and all types of plants, including crops, and are fiercely 
protective of them. 

Although the human colonists brought the flora and 
fauna of Terra with them, many species could not 
survive on SkyfaU and are now extinct. In some cases, 
however, local plants and animals have been given 
Terran names due to some real or imagined similarity 
to the original. Of the forest trees, only the oak, ash 
and holly flourish on SkyfaU, and are accorded 
considerable reverence by the Druids as a result. One 
notable difference between SkyfaU and Terra is the 
absence of a moon. Nights, as a result, are dark and 
fearsome times when wise folk stay indoors or close to 
a camp-fire. There are no tides, and winds and weather 
are stable and predictable. 

Delta is a rich and fertile country, bordered by 
mountains to east and west, the Sea of Storms to the 
south and, a few hundred miles to the north, by the 
great icefields. Other settled regions lie mainly across 
the sea, but there are civihzed countries beyond the 
lands of the Barbarians to the east and some hundreds 
of miles to the west, across the Great Void Desert. The 
area between Lake Fraki and the icefields is mainly 
tundra, roamed by animals and non-human tribes of 
low intelUgence. 

The massive mountain range known as The Ramparts 
serves as the western border of Delta. There is one 
pass, carved by a long-vanished river, and the 
settlement of Seven Wells has grovm around the centre 



11 



of the pass at a point where water can still be found, 
though many feet below the surface. To the west, 
between the Ramparts and the foul-tasting river 
known as The Waters of Death, Ues the Groaning 
Desert, a vast expanse of rock and sand, scoured by the 
prevailing south-west wind. Over the centuries even 
the hardest rocks have been so eroded that the wind 
now blows past coimtless caves and canyons to 
produce the weird sound which gives the area its name. 

Recently the shifting sands have uncovered ruins and 
relics of an earlier, more advanced civilization, some of 
them of considerable value and others whose purpose 
has yet to be discovered. 



Game System 



Welcome to this adventure book. It is no ordinary 
novel, for in it you are the leading character - a brave, 
seasoned adventurer, in a fantasy world. You will take 
the decisions; you will fight the evil adversaries which 
stand between you and your goal, and you - with skill 
and, perhaps, a little good fortune - will eventually 
solve the mystery and reap your reward. You will 
create your own story, or rather stories, as you can 
work through this book many times. No two stories 
wiU be the same, as even if you make the same 
decisions each time, luck will play its part. 

No special equipment is needed - just a pencil and a 
coin. Any type of coin will do so long as it has a 'head' 
and a 'tail'. 

Use of the Coin 

At numerous points throughout the book you will 
need a coin to help resolve the outcome of a particular 
situation. A simple formula will tell you what is to be 
done. Here are some examples: 

2H means 'toss the coin twice and count the number 
ofheads'.(0,lor2) 

3T means 'toss the coin three times and count the 
number of tails'. (0, 1, 2 or 3) 

4H-T means 'toss the coin four times, count the 
number of heads and deduct the number of tails'. 



14 



(The resulting number could be anything from +4 to 
-4) 

Usually the result of coin-tossing will modify another 
score, for instance: 

E+4H means 'toss the coin four times, count the 
number of heads and add that number to your 
Expertise score'. 

10+4H-T means 'toss the coin four times; count 
the number of heads and add that number to 10, 
then subtract the number of tails for your answer' 
(the result here could be 6, 8, 10, 12 or 14). 

A bit of practice will soon make you completely 
familiar with the system. 

Some people are quite expert at tossing a coin and can 
frequently produce either heads or tails as required. 
The idea, of course, is to introduce a random element 
and, particularly when the coin needs to be tossed 
three or four times, you may find it better to shake the 
appropriate number of coins in your closed hand, then 
open your fingers to reveal the result. (This may also 
save losing the coin or attracting curious glances if you 
are reading the book in a public place!) 

Character Sheet 

The Character Sheet is used during the adventure to 
record changes in your three Characteristic Scores (see 
below), additional weapons and other items you may 
find, how much food and drink you are carrying and so 
forth. You may use the Character Sheet provided inside 
the front cover (in which case use a soft pencil so that 
the page can be used more than once), copy that sheet 



15 



on to a separate piece of paper or photocopy the 
Character Sheet. 

Your Character Sheet should, at a glance, tell you 

exactly what your Scores are at any given time, what 
your character is carrying, what weapons, etc. you can 
use, how much food and drink you have left and how 
many potions are available. Make sure you keep it up 
to date. 

You may also need a blank sheet of paper for mapping 
purposes (squared paper is even better). This will be 
especially helpful if you have a maze type of area to 
explore. 

Characteristics 

You start your adventure with three 'Characteristic 
Scores' and these scores, perhaps varied from time to 
time, stay with your character throughout your life. 

EXPERTISE (E): this mainly represents your skill in 
fighting with a sword or another 
weapon, but can also represent your 
other 'skills of adventuring' — for 
instance, how well you climb walls 
or ropes. 

Your initial E is always 12. 

VITALITY (V): this mainly represents your physical 
fitness but can also be regarded as 
your stamina, determination or 
will-power. Points of Damage done 
by an attacker are deducted from the 
defender's V total. 
Your initial V is always 20. 

FORTUNE (F): this mainly represents how fortunate 
you are in situations where luck can 
play a part, but can also govern your 



16 



ability to avoid or withstand magical 

spells and effects. 

Your initial F is 10 + 3H-T (i.e. 7, 9, 
11 or 13) 

Note that your V score, though it may change during 
your adventure, may never be greater than this initial 
value of 20. Your E and F scores may also change 
during the adventure, but in this case without 
limitation, dropping as low as or rising well beyond 
13. Your E can even drop below 0, but as F is normally 
used voluntarily, you may not 'overdraw' your Fortune 
by going below 0. Record all changes in your score, as 
soon as they occur, on your Character Sheet. 

Combat 

Inevitably, during your quest, you will have to fight 
evil creatures which oppose you or stand in your way. 
The combat procedure is very simple and runs in 
well-defined steps: 

STEP 1: Is SURPRISE indicated in the text? If not, go 
straight to STEP 2. If so, 3T is subtracted from the 
defender's E score (the defender is the one being 
surprised!) for the first round of combat. Then go to 
STEP 2. 

STEP 2: Evaluate E + 4H for yourself, then E + 4H for 
your opponent. If your result is greater than your 
opponent's, go to STEP 3. If your opponent's result is 
greater than yours, go to STEP 4. If the two results 
are equal, ignore them and start STEP 2 again. (This 
procedure may occasionally be varied in the text if 
you are fighting a group of monsters.) 

STEP 3: You have hit your opponent; you may either 
subtract your normal weapon damage from your 



17 



opponent's V score, then go to STEP 5 or USE 
FORTUNE (see below) before going to STEP 5. 

STEP 4: Your opponent has hit you. subtract the 
appropriate number of Damage Points (given in the 
text) from your V score and go to STEP 5 afterwards, 
though you may USE FORTUNE if you wish (see 
below). 

STEP 5: If you or your opponent is dead, that is the end 
of the combat, otherwise return to STEP 2 and 
repeat the procedure. Each series of five steps 
represents one round of combat. As soon as your 
opponent's V score reaches 0, you have killed it and 
combat is over. If your V score reaches 0, your 
character is dead! Of course, you can always start 
again with a new one, and use the experience gained 
so far to make different decisions next time. 

Weapon Damage 

A dagger does 1 Point of Damage when it hits, and a 
sword 2 Points. Other weapons, and animals attacking 
with tooth and claw, will do damage as detailed in the 

text. 



Using Fortune 

At various points in the adventure you will be asked if 
you want to Use Fortune, perhaps to help you out of a 
nasty situation, and you may always (if you wish) Use 
Fortune every time STEP 3 or STEP 4 occurs in 
combat. 

Other than in combat. Using Fortune requires you to 
subtract the stated number of points (perhaps modified 
by coin-tossing - see the individual instructions) from 
your current F score to achieve a particular result. In 
general, the easier the result you want, the smaller will 



18 



be the loss in F points, whereas to bring about a really 
lucky turn of events will demand a large F point 
sacrifice. Specific cases will occur in the text - make 
your decision at the time. 

Fortune in Combat: You can use Fortune every time 
combat reaches STEP 3 or STEP 4. In STEP 3 you 
can give up a Fortune point and add 1 to the damage 
you do, so that you can subtract an extra 1 point 
from your opponent's V score. You may only add 1 
point in any round of combat. 

In STEP 4 you can give up FORTUNE points to 
reduce the wound you have suffered, so that you can 
subtract 1 less from your own V score than is 
otherwise indicated, for each Fortune point so 
sacrificed. You may reduce your own wound as 
much as you like in this way. 

Note that using FORTUNE either in combat or 
otherwise, is normally optional; if you decide not to 
use FORTUNE, so be it. However, occasionally you 
may have to Use Fortune to survive Magical effects 
in a particular situation. 

Your F score can be very important - don't waste F 
points simply to hasten the demise of a weak 
creature which probably won't harm you anyway, 
but try to preserve them and build them up for the 
big occasion! You can gain F points during the 
adventure - but you will only discover how to do so 
by playing the game. 

Equipment and Provisions 

As noted on your Character Sheet, you always start an 
adventure with your Sword, a Dagger and a light 
leather backpack containing enough provisions (food 
and drink) for two days. You are also assumed to have 



19 



certain mundane items in your possession - fifty feet 
of rope, some torches, flint, steel and tinderbox - and if 
any of these become of use to you, that use will be 
mentioned in the text. You may find other useful items 
along your journey; when finding one, note it on your 
Character Sheet if you intend to keep it, otherwise you 
must assume you forgot to take it along. Similarly, 
cross off any item which you lose, use up or break. 
Sometimes you will be given the opportunity to buy or 
hire the means to carry more supplies and equipment: 
canoe, pack-mule, etc. Again you will need to note 
your Character Sheet accordingly. 

You may eat and drink at any time when the text gives 
you this option. If you do so, reduce your Provisions 
total by 1 and add 4 points to your current V score. You 
are not allowed to eat two or more meals at the same 
time to boost a low V score! For simplicity of record 
keeping, you are assumed to eat one main meal a day 
which allows this recovery. 

Sometimes you will be travelling extended distances, 
and the text will tell you how many hours you have 
taken to cover so many miles. If your journey lasts 
several days, you may only travel for fourteen hours in 
every twenty four and must spend the other ten hours 
resting, sleeping and attending to other personal needs 
which will include eating your one major meal with its 
consequent amendment to your Provisions and 
Vitality figures. 

You also have three draughts of a Potion of Healing at 
the start of your adventure. One draught may be taken 
at any time (except during combat) and has the effect of 
adding 8 points to your current V score (though never 
increasing it to more than 20). 



Hints on Play 



This adventure book has been structured carefully to 
reward the thinking player and to penalise the careless. 
Each time you are presented with multiple choices, the 
choice you select should be a rational one, based on 
hints and clues you may have already obtained, 
common sense and your current V and F scores. If, for 
example, one choice permits you to divert from your 
path to fight a fearsome monster, you might be well 
advised to ignore this choice if your V and F score are 
currently low (on the other hand, if you are in good 
health and enjoy good fortune at the moment, the 
monster might have some rich treasure, including a 
useful magical item). 

Preserve your Characteristic Scores carefully. If your 
current V score is low, try to find a resting place where 
you can safely eat and drink before you bump into an 
enemy. Use a draught of your Potion of Healing if you 
have to, but you start with only three draughts so they 
are very precious. Try to retain at least a reasonable F 
score at all times so that you have enough points to 
rescue you from an unexpected and dangerous 
situation. When thinking of using Fortune in Combat, 
don't forget that one F point is 'worth' much more than 
the V point; V points can be restored by food and drink 
or by potions, but restoring F points is not so easy. You 
may be lucky enough to obtain them during the 



22 



adventure but will nevertheless have much less 
control over them than V points, so guard F carefully 
and use Fortune in Combat only in dire necessity. 

This is a difficult and dangerous mission; you will be 
clever and fortunate indeed if you succeed on your first 
attempt. On your second (and maybe subsequent) 
attempt, use the experience and knowledge you gained 
earlier to help you. However, you may NOT use any 
equipment or items found on an earUer attempt as that 
will have been lost with your character. You start each 
adventure with just sword, dagger, backpack, 
provisions and three draughts of Potion. 

If you are interrupted, or lose your place when tossing a 
coin or referring to your Character Sheet, you may &id 
it pays either to use a bookmark or to keep a note of the 

paragraphs as you read them. 

The description of SkyfaU may give you some clues to 
assist your quest, and the map should also be helpful. 
Bear in mind, however, that you may be visiting places 
fom which few have returned, so the map may not be 
accurate in details of Uttle-known areas. 



The Black Pyramid 



Introduction 



The first fight of the evening is just starting when the 
burned man is carried in. For the moment, differences 
are forgotten and everyone in 'The Laughing Hyena' 
gathers around the improvised Utter, asking questions 
of the bearers. 

They had found him a little way off the track, just 
outside the settlement, and if the last rays of the setting 
sun had not been reflected from his belt buckle it is 
unlikely he would have been discovered until moming. 
In any event, from the man's condition you consider it 
unlikely that he will survive to see the next day. 

Dying men staggering in from the wilderness are not 
unknown in Seven Wells, for the Groaning Desert is a 
fearsome place by day or night. Nonetheless, the 
inn-keeper and his customers, of whom you are one, do 
their best to make the stranger comfortable while the 
pot-boy is sent to fetch the priest to see what he can do, 
either in the way of curing the man or easing his 
passage into the next world. 

He seems too-far gone to take in more than a dribble of 
cold ale, but as his ragged, blood-sfreaked desert robes 

are removed, the unusual nature of his injuries 
becomes apparent. From his right ribs, diagonally 

across his stomach and left hip is a dreadful wound, 
some two inches wide and nearly an inch deep. What 
can have caused it is beyond your imagination, but at 
some stage a hot iron must have been applied to 



26 



27 



cauterize the wound. The raw flesh has obviously been 
burned, and the skin around the wound is bUstered. 

That apart, the poor wretch shows the usual signs of 
those venturing into the desert without proper 
precaution. The skin of his face and hands is red and 
sore, his lips swollen and blackened, and his knees and 
hands bruised and abraded from falling and probably 
crawling on the stretches of bare, eroded rock. 

The priest arrives quickly but after an examination 
shakes his head. Such a wound as this is beyond his 
powers to cure, and he confirms that the end cannot be 
more than a few hours away. He has the litter carried 
into a side-room and prepares to wait for the end. You 
and the other sympathetic patrons chip in for a few 
drinks and a meal to help the priest through his vigil, 
and a subdued evening in the inn ends well before 
midnight. 

Except for yourself, all the other guests at the inn have 
gone to their rooms, and you are finishing a last drink 
with some locals when a messenger comes for the 
priest. The smith's wife has gone into labour earlier 
than expected and the priest is again required for his 
healing and soothing powers. This places the good man 
in a dilemma: much as he hates to leave a dying man, 
the living and soon-to-be-bom merit a higher priority. 
On a whim you offer to take his place with the dying 
stranger so that he can go. Your offer is gratefully 
accepted, and soon you are alone in the small room 
with the stricken fellow, who starts and cries out 
occasionally from his exhausted stupor. 

A bowl of lukewarm broth stands on the table and you 
attempt to spoon a little between the cracked lips. 
Surprisingly, he manages to drink a little and becomes 



cabner. The chill night afr from the desert seeps into 
the room and, drawing your cloak closer, you 
eventually sink into a doze. " 

Some hours later you awake to find the stranger 
watching you. Although the end is near he has 
recovered his senses sufficiently to relate his story. 

A little over ten years ago a scholarly young magician, 
eldest son of a rich and noble family, had formed an 
expedition to cross the Groaning Desert from the 

South West, being landed from a ship in Kraken Sound. 
No successful crossing of the desert at its widest part 
was known to have been made before, but ancient 
legends spoke of a tribe Uving in its depths which was 
possessed of sfrange powers. Nothing was heard or 
seen of the expedition again: it vanished into the desert 
waste like many before it. Recently, however, the next 
eldest son came into the family fortunes on the death 
of his father, and resolved to discover what had become 
of his brother. 

The speaker, a trusted family retainer, had been 
provided with a small fortune in gemstones to travel 
among the many small kingdoms around the Sea of 
Storms seeking a Wizard who would make, sell or hire 
that most valued of magical conveyances, a Flying 
Carpet. 

Eventually one was found in a far land and, after 
profracted negotiations, it was agree that he would 
carry the speaker across the desert to see if any trace 
could be found of the legendary tribe, in case the 
missing expedition had made contact. The speaker was 
sure that the Wizard had agreed to go as much in the 
hope of gaining new knowledge as reward from his 
principal. 



28 



Flying was, naturally enough, quite outside his 
experience, and once aloft he quickly lost track of his 
whereabouts. All he knew was that they flew West 
ik)m a point just down the coast fi-om Crickhaven, 
crossed the Southern Ramparts, and flew over the 
desert for some miles in sight of the sea before turning 
North. He saw no more landmarks until they came to a 
circular depression amongst the stony wastes of the 
desert. This depression held a level sea of sand, apart 
from the centre, where there was a single enormous 
dune with unnaturally steep sides. Crowning the dune, 
apparently built of dull black stone blocks, was a large 
pjTamid. 

Amazed that such a structure could be built in the 
wilderness on such unsuitable foundation, the Wizard 
had circled down for a closer look. A small group of 
white-clad figures could be seen at the bottom of a 
flight of steps, apparently mounting the dune, but 
while they were still some distance away what he 
could only describe as a beam of sunlight shot up at 
them. He felt a line of fire sear his body and knew no 
more until coming round lying on the soft sand near 
the foot of the dune. The Wizard was dead with a 
broken neck nearby, arid the carpet bumed and 
obviously ruined, even had he known the spell to 
operate it. 

There seemed little alternative but to try to escape the 
desert on foot, as what little he had seen of the natives 
had not encouraged a further approach. Lacking food 
and water, and suffering greatly from his wound, he set 
out hopefully for the pass through the Ramparts, where 
he knew Seven Wells presented a haven. He can 
remember little of the joumey except that after the 
first day he fravelled only by night, keeping the South 




He can remember little of the joumey. 



30 



West wind at his back, and resting as best he could 
through two scorching days. Having seen his birth 
sign, the constellation of the Wolf, in the stars above 
the horizon, he kept heading for that in the 
superstitious hope that it might bring him to safety. 
When dawn came on the third day, he could see the 
pass a mile or two to the South and was still heading 
for it when last he remembered. 

The story told, he seems to relax and falls asleep. 
Within the hour he dies peacefully without regaining 
consciousness, but for some time you sit beside the 
body, thinking on what you have heard. 

The wind does indeed blow steadily from the South 
West apart from such times as a typhoon out to sea 
upsets the wind currents, so it should be possible to 
backtrack the dead man. Three nights and part of a day 
he had travelled, badly wounded, so you should take 
less even heading into the wind. Providing you can 
carry a week's water and set off from the right point, 
you should be able to find the sand-fiUed depression, 
and once there it would seem the dune and pyramid 
should be visible. 

The journey will obviously be dangerous but there are 
three attractions: 

Firstly, it seems there is the body of a Wizard with a 
small fortune in gemstones and quite possibly some 
valuable magical items lying near the dune. 

Secondly, if you can discover anything of the fate of the 
first party it seems logical that the dead man's master 
would be willing to pay for the information. 

Thirdly, and perhaps most importantly, you have 
become bored with the fruitless search for relics of the 



31 



old civilization. Occasional ancient artifacts have been 
found over the years along the Western edges of the 
Ramparts, and it was that which brought you here 
some months ago. So far fortune has not been with you 
and your funds have sunk nearly as low as your 
enthusiasm. 

You resolve to try your luck in the desert, and set off to 
advise the priest of the death, before making your 
preparations. 



1 



2-3 



1 

On the day following the death of the burned man, you 
collect the equipment you will need, then spend the 
remaining hours until evening getting as much rest as 
possible. 

You can normally make a full waterskin last two days, 
and propose to take four full ones with you. Allowing 
half-a-waterskin per day, this should provide for the 
journey out and back plus two days to search the area. 
You also carry a small tent, which will provide some 
shelter from the sun's rays while you rest through the 
day, in preference to extra food. 

Much as you would like to take a draught animal, 
horses are unsuitable for the desert terrain and you 
have no experience of working with camels, which are 
unpredictable beasts at best. 

Your main problem lies in retracing the burned man's 
route. Heading into the prevailing South West wind is 
easy enough, but could produce an error of several 
miles over a three night journey. The sand-filled 
depression is only about three miles across, and would 
not be visible from any distance in the wilderness of 
eroded rock which is the Groaning Desert. 

You have to be sure to march directly away from the 
constellation of the Wolf, and decide that the best way 
will be to keep checking in your mirror that the 
constellation is slightly above and behind your head as 
you go. (You may add a mirror to your Character 
Sheet.) 

At dusk you set off. 
Turn to 54. 



2 

Without too much difficulty you are able to work your 
head, arms and shoulders through the opening and 
study the area beyond by the light of your torch. 

In contrast to the black stone blocks which have 
surrounded you for so long, the walls, floor and ceiling 
are all a sandy-brown colour, and you assume this 
whole area must have somehow been carved out of the 
compacted sand of the dune, though how it can be 
made to keep its shape is beyond your comprehension. 

The floor is some five feet below you, the ceiling about 
twenty feet above, and this hole is in the centre of a 
twenty-five foot long wall of a room which stretches 
away before you. You can just make out a large door, in 
the left-hand end of the opposite wall, which must be 
nearly iifty feet away. 

All is quiet and still. If you wish to enter the room 

and explore further, turn to 9. 

Otherwise there is no alternative but to climb hack 
up the rope, and you should turn to 28. In this case 
you would have to extinguish your torch again. 

3 

You are at a point where four passages meet. Reading 
clockwise the choices are as follows: 

If you turn to 203 you will travel twenty feet to a 

corner where the passage turns left. 

If you turn to 135, you will travel twenty feet to 
another point where four passages meet. 

If you turn to 97 you will find this passage ends at a 
door twenty feet away. 



4-5 



Ifyou turn to 251 you will travel fifty feet to a comer 
where this passage turns left. 

4 

Having manoeuvred your ladder down the short length 
of shaft, and broken the glass panel into the room 
below, you lower the ladder further until progress is 
stopped after another two or three feet. There is 
obviously a strong, fairly springy, transparent barrier 
preventing the ladder being forced down further, and 
the glass shards have been similarly suspended some 
twelve feet above the floor of the room below. 

You feel there should be room to climb down the 
ladder and then be able to crawl along below the 
ceiling, ifyou wish. To try this, turn to 390. 

If you decide against it, turn back to 269 for further 
progress along the passage above. 

However, ifyou decide to pull the ladder back up, 
turn to 180. 

5 

In an attempt to listen for sounds of movement on the 
other side, you press your ear to the door. There is an 
unpleasant crawling sensation in your ear, and you 
hastily snatch your head away. Looking at the door, 
you see some tiny worms have appeared on the surface 
where you placed your ear, and you become aware that 
at least one has crawled inside the aural aperture itself. 

You realize that these must be the dreaded Earwigs, 
which have occasionally been known to infest 
woodwork in cold, dark locations. Although normally 
living on the wood itself, if introduced to a soft, warm 
area they will burrow deep to lay their eggs. These will 



6-7 



hatch into larvae within an hour and voraciously 
consume any food they can find. 

Someone infected like yourself has two alternatives to 
avoid madness and an early destruction of the brain. 

Either someone must operate with a red-hot, 
narrow-bladed knife, or an entire Healing Potion must 
be poured into the ear within minutes of the infection. 
As the first alternative is not available to you, you 
must use a Healing Potion, deleting it from your 
Character Sheet, before turning to 335. 

If you have no Healing Potion, 1 regret that this is 
effectively the end of the adventure for your character. 

6 

Putting your mirror away, you draw a weapon and head 
back to the boulder where you saw the movement. 

The boulder is some twelve feet in diameter and a bank 
of sand has been piled against its windward side by the 
steady wind. The Starlight gives reasonably good 
illumination and all seems quiet and still there now. 

If you wish to creep quietly around the dark North 
side, to try to surprise anything which may be 
hiding, turn to 118. 

Otherwise, you resume your journey and should 
turn back to 54. 

7 

You are almost halfway along a long, straight passage. 

In one direction you can just see the comer where 
this passage turns right fifty feet away. Ifyou move 
to that comer, turn to 39. 

In the opposite direction the passage tums a comer 



8-10 



to the left after forty ftve feet. Should you go that 
way, turn to 229. 

8 

This side passage ends after only five feet, where there 
is a hole in the floor, nearly as wide as the passage and 
some two feet across. 

Unless you have already taken some action to affect it, 
you will see a shaft leading downwards for five feet, 
narrowing slightly as it goes. At the bottom is a 
smooth, black panel which could be glass, although 
nothing is visible through it. If you hold your torch 
down the shaft you may catch a flicker of movement 
below, but will be unable to make out any details. 

You decide not to investigate further and return to the 
main passage. 

Turn to 157. 

9 

You have entered a large room, twenty-five feet wide 
and forty-five feet long. In the left-hand end of one of 
the shorter walls is a large door ten feet wide and 
fifteen feet high. 

If you wish to open it, turn to 14. 

In the centre of the opposite wall, five feet above the 
floor is a square opening rather over two feet across. 

If you wish to scramble through it, turn to 196. 

10 

You have reached a comer in the five foot wide 

passage. Looking in one direction, you can see a room 
five feet away, with at least one dead Hound on the 



11 



floor (possibly two, depending on when you discovered 
the way to open the secret door). 

If you are coming from the room, the passage turns 
right at this comer and ends at another door five feet 
away. The door appears to be made of stone, with an 
iron, ring-shaped handle on the right-hand side. 

If you wish to go to the door and try the handle, turn 
to 58. 

If you prefer to return to the last room, turn to 336 if 
both Hounds are killed, or 320 if you have only 
killed one. 

11 

The door opens away from you, revealing a well-lit 
room fifteen feet high and thirty feet square. Your 
entry seems to have woken a large feline animal, 
which spits and snarls at you. Although you have never 
seen a live one before, you recognize a Cheetah from 
pictures in old books. They were once semi- 
domesticated and used for hunting, but are now 
generally supposed to be extinct. 

Crouching, it snarls again, and seems ready to spring, 
however, you notice a slim chain hangs from a collar 
about its neck, with the other end attached to a metal 
ring set in the wall. 

Otherwise, the only items of note in the room are a 
shiny black panel set in the ceiling above the 
mid-point of the wall to your left, a brightly shining 
yellow panel set in the ceiling opposite that, a heap of 
straw and a large bowl in the far left-hand corner from 
the door, which is set in the middle of the wall 
opposite the Cheetah. 



12-13 



If you enter the room to investigate further, turn to 
111. 

Otherwise you leave, shutting the door behind you 
and should turn to 97. 

12 

Looking down the shaft at the end of this short passage, 
you see that it is five feet wide and three feet across. It 
narrows perceptibly as it descends, and ends five feet 
below. There seems to be a sheet of glass across the 
bottom of the shaft, but you cannot make out what 
may be beyond it. 

You could probably break the glass if you were to lean 
far enough down the shaft, and if you wish to do this, 
turn to 44. 

There is a metal rod running down the right-hand side 
of the shaft, grooved along part of its length, ft is fixed 
to the side of the glass panel at the bottom, and ends at 
a square metal box near the top. You feel it may be 
used to open the glass panel, but cannot figure out how 
it works. 

Otherwise, there is nothing else of interest here. 
Moving away from the shaft, you come to a corner five 
feet away where the passage turns right. 

You should turn to 301. 

13 

You open the stone door and find a large room beyond; 
so large, in fact, that you can only see a section of the 
floor and the walls on either side of the door. There are 
steps down into the room, which is dark and silent, 
while there are carvings on the wall and a large statue 
to your left. 



You have woken a large feline animal 



14-15 



To discover more, enter the room, and turn to 116. 
The door will close as you do so. 

If you wish to go back into the passage, turn to 
253. 

14 

You have opened a large door, ten feet wide and 
fifteen feet high. On one side is a long, empty room, 
twenty-five feet wide and forty-five feet long. 

If you wish to enter this room, turn to 9. 

On the other side is a much larger room. This door is 
in one corner but the walls on each side disappear 
into the darkness. You can hear the sound of steadily 
dripping water and the air feels warm and damp. 

If you wish to investigate this room, turn to IS. 

Both rooms are in darkness, apart from the light of 
your torch. 

15 

You have reached a comer in the passage. 

Looking in one direction you can see a crossroads 
only five feet away, where three other passages meet 
the one you are in. 

If you go to the crossroads, turn to 255. 

If you have just come fi-om there, the passage turns 
right at the corner where you stand. Looking in the 
other direction, you can see another passage comes 
in from the right forty feet away, while your passage 
continues beyond. 

Should you wish to travel as far as the side 
passage, turn to 319. 



16-17 



16 

You manage to haul yourself up to a five-foot-wide, 
ten-foot-high passage which leads directly away from 
the room below, and some five feet above its ceiling. 
The passage only goes five feet before it enters 
another, running to left and right. It is quite dark in 
this passage, although enough light has filtered up 
from below to illuminate this far. 

If you have a source of illumination with you, you 
will be able to see more, and should turn to 321. 

If you have no light source, or left it in the room, 
you will have to go back to 217. 

17 

You have arrived at a point where three passages 
meet. 

One leads to another T-junction only ten feet away, 
where this passage continues and another turns off to 
the right. 

If you move there, turn to 71. 

At a ninety degrees clockwise angle to the first, the 
second passage ends at a door five feet away. 

If you go to the door, turn to 267. 

Opposite that, the third passage runs ten feet to 
another door. 

If you go to that one, turn to 287. 

Set in the wall facing the end of the first passage are 
two small alcoves. Each holds a looped cross, which 
you believe is called an ankh and has religious 
significance for certain tribes. 



18-19 



If you try to remove either of them, turn to 200. 

18 

You have now travelled for three nights, the same as 
did the burned man. He covered some distance by 
day as well, but probably failed to move as fast as 
you, despite having the wind behind him. This 
suggests that the sand-filled depression may be close 
at hand, and you decide to brave the last hour of sun 
and heat to seek a higher vantage point to look for it. 

Setting olf uphill you climb to a point a few hundred 
feet above the surrounding desert. The evening air is 
clear and you can see for many miles in all 
directions, including back across the dunes you 
crossed last night. 

In fact, you can see that the dunes surround the hilly 
area where you are now, which seems to cover a 
roughly circular area of some ten miles across. 
Unless the burned man miscounted the days, the 
depression must be somewhere amongst these hills. 

As darkness falls, you set out to seek it, if necessary 
by quartering the hills until dawn. 

Turn to 50. 

19 

You have reached a point where four passages meet. 
Reading clockwise your choices are as follows: 

If you turn to 199 you will travel thirty-five feet to 
a point where the passage ends at a T-junction. 

If you turn to 371 you will travel fifteen feet. Then 
the passage ends at a closed door. 




The ankhs have religious significance for certain tribes. 



You suppose the room is for bathing. 



20-21 



If you turn to 247 you will travel fifteen feet. Then 
the passage ends at a closed door. 

If you turn to 31 you will travel fifteen feet. Then the 
passage ends at a closed door. 

20 

Opening the door, you find a fifteen foot wide passage 
beyond it which runs from left to right. Some nine feet 
to the right it ends at a massive pair of doors. 

If you wish to examine them more closely, turn to 
147. 

To your left, the passage turns a corner to the right 
after only ten feet. You can make out a faint glow of 
daylight and smell fresh air in that direction. 

If you move to the corner, turn to 111. 

Whichever way you go, the door will swing shut 
behind you. 

21 

The main feature of this room is the square pool of 
water in the centre. This measures twenty feet along 
each side and is surrounded by a ten foot wide floor. All 
around the walls are hooks with long white towels 
hanging from them, and you can only suppose this is 
some form of bathing or cleansing room. Perhaps it has 
some significance to the religion of those who come 
here. 

The water is still and dark from the usual black stone 
blocks with which the sides of the pool and the floor 
and ceiling of the room have been constructed. Only 
the walls of the room have been painted white. There 
are a number of torch-holders around the walls, several 



22 



of which hold partly consumed torches. You can light 
these with your own torch, if you wish. Indeed, you 
need not even use your own torch for this, as a 
tinderbox, with flint and steel, lies on a small table 
against the wall between the two passages. 

If you test the water you will find it cold, and rather 
unpleasant to the taste. 

Should you decide to enter the water, turn to 245. 
When you emerge, you may use the towels to dry 
yourself. 

There are two passages leaving the room, one 
leading from each end of one wall. Both are painted 
white and lead into another room after ffteen feet. 
If you leave the room by the left-hand passage turn 
to 133, and if you take the right-hand one turn to 
357. 

22 

You decide to feign ignorance of what lies behind you, 
and carry on. Occasional checks in your mirror 
confirm that something is following you, or perhaps 
someone, as it appears to travel more or less upright on 
two legs. Unfortunately, he, she or it, keeps to the 
shadows and you cannot get a clear view. Dawn is now 
approaching, the stars are fading, and you will soon 
have to seek shelter for the day ahead. 

Looming up before you is one of the occasional 
thorn-trees which somehow find enough moisture to 
survive in the desert. Some of its fallen branches by the 
base of the trunk provide sufficient cover for you to 
hide and see just what creature is following you. You 
should also be able to gain SURPRISE if you attack as it 
passes. 



23-25 



There is a faint paling of the Eastern sky which tells 
you dawn is almost here, and if you lie in wait, turn 
to 150. 

Otherwise you carry on and try to find a cave in 
which to spend the coming day. In this case turn to 
86. 

23 

You are in the imposing entrance hall of the pyramid. 
Twenty feet wide, thirty feet long, and twenty-five feet 
high it leads into the darkness within. You are able to 
make out wide passages leading off to either side, but 
the light is fairly dim back there as the walls of square 
black stone blocks seem to absorb the sunlight from 
the entrance. 

If you go back outside, turn to 331. 

If you move on into the interior, you will need to 
light a torch. You can see cressets halfway up the 
walls which are obviously intended as torch 
holders, but they are both empty and unreachable. 
Turn to 129 when you have lit a torch: if you don't 
have one you will have to go back out. 

24 

You press your ear close to the door, but are unable to 
hear anything beyond. 

Turn back to 267 and decide if you wish to open it. 

25 

This room proves to be fifty feet wide, seventy-five feet 
long, and forty feet high. Much of the space is taken up 
with strange items which serve some purpose you can 
only guess at. 



26 



There are large spheres which seem to be made of 
copper, supported near the ceiling on metal frames. 
They are connected with many yards of twisted 
copper tubes, most of which pass through a large 
black chest, which feels warm to the touch, as do 
some of the tubes emerging from it. In the cenfre is a 
pool which is fed by several dripping tubes, and 
around the pool stand several empty buckets. These 
buckets are nearly four feet high and three feet 
across, and no normal man could lift one when full, 
you are sure. 

There are two doors, and whichever you entered 
through will have swung shut behind you. 

One is in the right-hand end of one of the longer 
walls. If you wish to open that one, turn to 14. 

The other is twenty -five feet from the right-hand 
end of the opposite wall, and if you prefer to open 
that one, turn to 30. 

Both doors are ten feet wide and fifteen feet high and 
there are several dark glass panels in the ceiUng. 

26 

Climbing the ladder until your head is just below the 
dark, shiny panel, you examine it in the light of your 
torch. It seems to be made of glass, or some similar 
material, and is set flush with the ceiling, with no 
way of removing it that you can see. 

There seems to be a space beyond, but if you are 
to investigate further you will have to break the 
panel. If you decide to try to smash it with your 
weapon, turn to 298. 

If you decide on any other course, or prefer to 




Water drips into the pcx)l. 



27-29 



move the ladder to one side before breaking the 
panel, you descend the ladder and should turn to 
330. 

27 

The ring proves to be firmly fixed to the wall. 
Twisting, turning, pushing and pulling all prove 
equally ineffective. 

Turn back to 355. 

28 

Climbing 100 feet of rope is not an especially difficult 
task for one so fit as you. Calculate E + 4H - T: you 
need a score of 10 to succeed and may sacrifice Fortune 
Points to modify your score if necessary. If you succeed 
you reach the room above. Whether you left your torch 
burning up there or not, you will need to light a new 
one now. 

When you have amended your Character Sheet, turn 
to 388, bearing in mind that the bucket is still 
lowered. 

If you wish to raise it again, turn to 356. 

Should you fail to achieve the requisite score above, 
you will lose your grasp on the rope when nearing 
the top, and plummet into the depths, bouncing 
from wall to wall. Turn to 289. 

29 

The underwater passage proves to be twenty-five feet 
long, and at each end there is a pool situated in a large 
room. It is most probable that one of these rooms will 
be in darkness, unless you have previously passed this 



30 



way and left burning torches behind you. However 
the pools are of different sizes. 

One is twenty feet square and twenty feet deep, 
with the passage leading from one side five feet 
above the bottom of the pool. If you have swum 
into this pool having left torches burning in the 
room, turn to 21. Otherwise, the room will be in 
darkness, and you should turn to 173. 

The other pool is only ten feet square and fifteen 
feet deep, so the underwater passage is right at the 
bottom. If you have arrived in this pool, and 
surface to find the room in darkness, turn to 61. 

If you left torches burning in here earlier, turn to 
93. 

30 

You have opened a large door, ten feet wide and 
fifteen feet high. On one side there is a large dark 
room, whose dimensions you cannot determine from 
here, although you can see one side wall twenty-five 
feet away to your left. The air feels warm and damp 
and you can hear dripping water. 

If you wish to enter this room, turn to 25. 

On the other side is a twenty-five foot wide passage, 
which is quite well lit by a number of shining yellow 
panels set into the ceiling some forty feet above. You 
can see a side turning on the left over a hundred feet 
away. 

If you move to that point, turn to 41. 

This doorway is on the left-hand side of the end wall 
of the passage. 



31-33 



31 

You stand by a closed stone door with an iron, ring- 
shaped handle. 

If you wish to turn the handle and open the door, 
turn to 383. 

If you wish to move away from the door, after fifteen 
feet you will reach a point where four passages meet. 
Turn to 19. 

32 

Yes, well worth trying, and you may add 1 Fortune 
Point to your Character Sheet for thinking of it ! 

Unfortunately, nothing happens — the control 
mechanism must be somewhere else. 

Turn back to 81 and choose again. 

33 

Hastily you scramble to your feet. You can hear and 
feel the snakes around you, but your overwhelming 
need is for light. Hastily you fumble for a fresh torch 
from your pack and scratch a spark from your flint and 
steel into the tinderbox. 

This all takes several seconds, and twice you feel fangs 
sink into your legs before the torch is alight. Sweeping 
the torch around you causes the serpents to retreat a 
little, but you have already taken 4 points of damage 
and can be certain the bites are poisonous. 

If you have a Nostrum of Venom Disperson (as opposed 
to a Potion of Healing, which is not effective against 
poison) now is the time to drink it; otherwise you will 
be dead within minutes and must turn to 289. 

Should you drink a Nostrum, turn to 376. 



34-35 



34 

Lighting a torch does little to help, as although you 
can keep the creatures off when thrusting the flaming 
end at them, others immediately sneak in from the 
other side. 

While trying to fend off a snapping, foot-long Lizard, 
you feel a sharp pain above the ankle where a 
Scorpion has managed to pierce the stout leather of 
your boot. You suffer 1 point of damage and must 
sacrifice 2 Fortune Points, otherwise the poison will 
stun you long enough for the creatures to overwhelm 
you. 

If the damage kills you, or you do not have 2 
Fortune Points available, turn to 289. 

Otherwise, turn to 130 if you wish to retreat to the 
rocky slopes you left, which were clear of these 
creatures, or 178 if you wish to carry on towards 
the centre of the valley. 

35 

You lower yourself down the shaft, hanging 
somewhat awkwardly by your hands (since one of 
them holds a lighted torch). By stamping hard on the 
glass panel you are able to break it, and the shards 
tinkle on the floor below. There is a snarl from the 
animal in the room, and the rattle of its chain as it 
makes one or two springs towards you. 

Although it cannot reach your dangling feet, you cart 
see it is ready for you to descend, and you can well 
imagine you would take considerable damage both 
from the floor and its attacks before you could hit 
back. 



If you decide to drop in to join it, then turn to 111. 



36-37 



Should you prefer to pull yourself back up into the 
passage above, turn to 195. 

36 

You hang by your hands for a moment, then drop down 
the shaft into the room below. 

Some three feet below the level of the ceiling, you are 
brought to a halt when your feet meet a springy 
surface. They sink in slightly, and only the fact that 
your head, arms and upper body are still in the shaft 
enables you to stay upright. 

Bending your knees, you are able to duck your head 
into the room and look around. It is as if you are 
standing on a vast, wobbly jelly, which fills a fifteen 
foot square room nearly to the ceiling. 

You try to turn round, but your feet have sunk into the 
jelly. As you try to drag one fi-ee, your boot comes df 
and in your cramped awkward position you again 
nearly lose your balance. 

Grabbing for your boot, you touch the surface with 
your bare flesh, and feel a stinging pain. 

Turn to 244. 

37 

Calculate E + 4H-T as outlined in the Game System. 

If you score 16 or better you will be able to open the 
door, and you may use Fortune Points to adjust your 
score. 

If you fail, you will lose your grasp on the handle and 
fall into the black space below (having dropped your 
torch earlier), losing 3 Points from your Vitality in the 
process. 



38-39 



Turn to 33 if you fail, unless the fall kills you, in 
which case turn to 289. 

Ifyou succeed, turn to 181. 

38 

This is a fifteen foot square room, with another giant 
Hound tethered by ten feet of chain in the diagonally 
opposite comer to the first one — on your far right as 
you face away from the ladder and shaft. 

There are two more panels set in the ceiling. One is 
directly across the room from the one through which 
you entered, and is the source of the bright yellow light 
which illuminates the room. The other is about two 
feet square in the centre of the ceiling, and glows dull 
red. A considerable warmth radiates from it. 

In the centre of the right-hand wall is a closed door, and 
you would have to fight the second Hound to reach it. 
There is an open door in the far end of the left-hand 
wall, and you see that neither Hound would have been 
able to reach that one. 

Ifyou pass through the open door, turn to 252. 

Ifyou decide to kill the second Hound, turn to 284. 

Ifyou prefer to leave by the way you entered, turn to 
348. This option is only available if you used a 
ladder to descend into the room. 

If you decide to search the rest of that part of the 
room which the second Hound cannot reach, turn to 
380. 

39 

You have reached a comer. 



40-41 



Looking in one direction the passage runs as far as you 
can see into the darkness without any item of note. 

If you go that way, turn to 7. 

If you have just come from that direction, the passage 
turns right, where you are, and carries on for thirty-five 
feet before turning right again. 

Turn to 303 if you wish to proceed to that corner. 

40 

You have hauled yourself up to a five foot wide, ten 
foot high passage which turns out to be only five feet 
long. At one end is a narrow shaft leading down into a 
dark room, and at the other, passages lead off at 
right-angles to left and right. 

You move on to this point to check the new 
passages, and should turn to 157. 

41 

This passage proves to be 140 feet long, twenty-five 
feet wide and thirty feet high. At one end there is a 
door, ten feet wide and fifteen feet high, in the 
left-hand side of the twenty-five foot wall. 

If you open that door, turn to 30. 

Just to the right of the door, about five foot above the 
floor is a round glass panel some twelve inches across 
You inspect this and give it a tentative prod. There is a 
click, the panel gives slightly, and a faint light appears 
behind it. You can still see nothing through the glass 
however, and it appears to be opaque. 

If you were to open the door (30) now, you would find 
that the room beyond was well lit by a number of 



42-43 



glowing yellow panels in the ceiling, much as in this 
passage. Pressing this panel again would cause them to 
go out. 

At the other end of the passage are a pair of massive 
metal doors which are obviously designed to slide in 
and out of openings in the walls to close the passage, 
which continues beyond. They seem to be stuck, as the 

left-hand one is fully extended while the right-hand 

one only protrudes a few inches. 

If you wish to look through, turn to 105. 

There is a similar pair of doors in the last twenty-five 
feet of the left-hand wall, if you are coming from the 
small door at the far end. This time the right-hand door 
is fully out, while the left-hand one barely protrudes. 

If you wish to look through the twelve-foot gap 
there, turn to 110. 

42 

The pseudopod grows larger as it reaches you: the 
feature is obviously able to force its bulk through the 
opening and adopt any shape it wishes. The mouth 

grows into a gaping maw, and tentacles grow around it, 
reaching to pull you within. Determined to fight to the 
last, you lunge forward with your sword hoping to 

reach a vital part deep within. 

Darkness envelops you as the terror of the moment 
brings merciful oblivion. 

Turn to 289. 

43 

You have come roughly halfway along a straight 
retch of passageway. 



44-45 



In one direction the passage turns a comer to the left 
twenty-five feet away. If you move to this corner, 
turn to 99. 

In the opposite direction, there is a corner where the 
passage turns right after thirty feet. If you go to this 
corner, turn to 299. 

44 

One way or another you will be able to break the glass 
panel at the bottom of the five feet deep shaft, and 
sections of the glass fall into a space below. 

Surprisingly, there is little noise of breaking glass, 
which you would expect if the pieces had fallen on to a 
stone floor. Leaning down, you try to make out what 
lies below. 

There seems to be a considerable space down there, at 
least fifteen feet wide and about twice that in depth, 
you estimate. There is something odd about the floor, 
and eventually you realize what it is. The whole floor 
is crawling with snakes: you are staring down into a 
snake-pit. 

Revolted, you recoil from the shaft, and hastily move 
back to the comer behind you. 

Turn to 301. 

45 

You decide to break the black ceiling panel and, 
bracing yourself at the top of the ladder, you draw a 
weapon. With a powerful upward lunge you thrust it 
through the panel, which disintegrates, showering 

shards of glass around you. 

The panel was two feet long and one foot wide and you 



46-47 



now see that a shaft of somewhat wider dimensions 
extends a few feet upwards, and what looks like a 
passage leads away from the wall of the room, some 
five feet above it. 

You feel that, by standing on the very top of the ladder 
you will be able to get your arms and shoulders into the 
shaft and could probably worm your way up to the 

passage above. 

If you wish to try this, turn to 161. 

Otherwise, turn back to 217 and choose again. 

46 

Descending the rope presents a little difficulty, since it 
is suspended from the centre of the winch drum, five 
feet out from the side of the shaft. You, therefore, have 
to clamber out on to the drum and swing down on to 
the rope below. 

Calculate E + 4H: you need a score of 15 to succeed 
and may use Fortune Points to modify your score if 

necessary. 

If you fail, you plummet down the shaft and should 
turn to 289. 

If you succeed you descend safely and should turn 
to 142. 



47 

You stand at a corner in a passage and may move in 
either direction. 

If you turn to 135 you will travel forty feet to a point 
where four passages meet 



48-50 



Should you have come from that direction, the 
passage turns left here, and only ten feet away from 
you turns left again. If you go that way, turn to 379. 

48 

The floor turns out to be hinged at a point ten feet to 
the right of the 'door' you tried to open, and the hinged 
section is twenty-five feet long, with you standing 
approximately in the middle. 

As the floor swings downwards, you go with it: when 
the tilting section reaches an angle of sixty degrees 
with the floor above, it stops with a bang, and you 
tumble down to the end and off into space. 

Turn to 96. 

49 

You have come to a corner in the passage. 

In one direction you see the passage ends at a door 
only five feet away. If you move to examine the 
door, turn to 343. 

If you face this short passage to the door, the other 
passage leads off at right-angles to your left as far as 
you can see. Thirty-five feet away a side passage 
comes in from the right, and you should turn to 325 
if you go that way. 

50 

Soon after midnight, the low hills fall away before you 
and there is what can only be your destination 
Somehow an almost perfectly circular valley has been 
formed in the hills, about three miles across as far as 
you can judge in the faint light from the stars. 



51 



The surrounding hills slope down to a sea of sand, 
almost completely flat apart from a solitary small hill 
in the centre, which comes to an oddly even-shaped 
point. You cannot make out details at this distance, 
but are sure this must be the pyramid-topped dune. 

Nothing appears to mar the surface of the sand, but you 
will be able to see better by daylight. The question is 
whether you wish to stay here until dawn, then circle 
the valley in the heat of day, or cross to the centre now, 
and see what you can make of the sandy expanse from 
there tomorrow. 

You can see no sign of lights or movement 
anywhere. If you stay here, turn to 82, while if you 
set out across the sand now, turn to 66. 

51 

As you walk along this passage, the floor suddenly 
opens beneath your feet and you find yourself falling. 

The trap is only sprung when you reach the centre of a 
fifteen-foot-long section of floor. Then five-foot-square 
sections of floor, hinged at either end, and 5 feet by 2 
feet 6 inch sections, hinged at the sides, all fall at once. 
To reach safety you therefore need to throw yourself 
several feet forwards or backwards. 

This is a test of dexterity, and perhaps luck too. 
Calculate E -i- 4H: you will need a score of 15 to reach 
the solid floor in front, or 16 to reach that behind. You 
may, however, add 1 point to your score for every 3 
Fortune Points you cross off your Character Sheet. 

If you manage a score of 15 or 16 you may turn to the 
appropriate paragraph for the end of the passage you 
reach. (255 is a crossroads and 219 a T-junction.) 



52 



However, in catching the edge of the floor to save 
yourself you wiU have dropped whatever you were 
carrying in your hands. Such item(s) now lie in the pit 
some twelve feet below, amongst the forest of spikes 
you will be able to see when you light another torch. 
Amend your Character Sheet accordingly. 

The pit remains open. 

If your score comes to 14 or less, you were unable to 
save yourself and should turn to 337. 

52 

You have entered a large room which extends thirty 
feet away from you and forty feet from right to left. The 
doorway by which you entered is fifteen feet fi-om the 
right-hand wall. 

There are two other doorways, one at the left-hand end 
of the opposite wall, and one at the left-hand end of the 
left-hand wall. The doors in both stand open. If you 
leave by the first, turn to 362, and turn to 388 if you 
take the second. 

Along the right-hand wall, and the one through which 
you entered, are plain stone benches, which look most 
uncomfortable. By way of contrast there are six tables 
scattered around the room, each some seven feet long, 
three feet wide and four feet high, and these are 
covered in deep cushions. 

The left-hand wall has a number of deep shelves, 
holding a variety of glasses, beakers, bowls and ever, 
buckets. Several of the buckets, standing on the floor 
below, hold water, and you may drink and/or fill your 
waterskin from these. It tastes rather flat and stale, but 
is not harmful. 




Everything you are carrying falls into the pit. 



53-54 



On a shelf at head-height you find four small bottles of 
the type which normally hold Potions. Three of them 
hold a blue liquid and one orange. If you wish to test 
these, the only way to determine their effect is to taste 
them. This can be dangerous. 

First make a note of this paragraph number, then to 
test a blue one, turn to 84, and to try the orange one, 
turn to 132. 

Should you wish to take them along untested, mark 
your Character Sheet '3 bottles blue liquid 84' and 
'1 bottle orange liquid 132'. If you subsequently 
wish to try them, remember to record the paragraph 
where you are at the time before turning to the one 
which details the effect. 

If you leave by the door through which you 
originally entered, turn to 295. 

53 

Carefully you remove the lid from one of the boxes, 
and find that it contains some white, scented powder. 

Other boxes contain various powders and coloured 
pastes, while the bottles hold scented liquids. This 
seems to be a chamber used by the females of the tribe 
to decorate themselves, possibly in readiness for 
religious ceremonies. 

// you wish to remove the cloth from the frame 
amongst the mirrors, turn to 90. 

Otherwise, turn to 357. 

54 

The desert is a weird place at night. Although there are 
wide stretches of soft sand, blown into long rolling 



The desert is a weird place at night. 



55 



dunes by the wind, much of your route hes over bare 
stretches of rock. You are able to make good time over 
the flatter stretches, but upflung crags often cause you 
to make a detour, and it is these outcrops which the 
wind and sand have eroded into unearthly shapes. Now 
the wind blowing around them produces the sounds 
which give the place its name. 

Despite the inhospitable nature of the terrain, there is 
life in the desert. You occasionally see small pairs of 
eyes reflecting the faint starlight, and scuttling noises 
come from the shadows of the outcrops as you skirt 
them. Once you hear a distant scream as some creature 
meets its end, probably fmm a desert fox or wolf. 

You have been marching for fifty minutes (roughly) 
each hour, then resting for ten minutes, throughout 
much of the night when you begin to get the feeling 
that something is following. Several times you sense 
movement behind you, as you glance in your mirror. 
Now, you are sure a large form has ducked back behind 
a massive boulder when you turned round quickly. 

If you go back to investigate, turn to 6. 

If you carry on and seek a place to he in wait, turn to 
22. 

If you keep going until daylight, and then look for 
somewhere to shelter from the sun, turn to 86. 

55 

You enter the strangely lit area, but before you have a 
chance to examine your surroundings further your 
vision blurs and you stagger as if you had missed your 
step. 



56 



When you recover, the room has vanished. 

You are now standing at one end of a dark, 
five-foot-wide passage. The only illumination is 
provided by your torch, and the floor, walls and ceiling 
aie formed by the famiUar black blocks of the pjramid. 

You have taken no damage, and should turn to 
163. 

56 

You climb the steps to the dais, intending to examine 
the statue, but are surprised by a metallic sound as you 
step on to the dais itself. It seems as though the surface 
is made of one large sheet of metal. 

However, now you are up here you examine the 
statue. It seems to have been carved from a single 
block of sandstone, and not very well carved at that. 
The marks of stone-chisels are visible here and there, 
the proportions of the body are not quite right, 
making it look rather flat and a little too broad, and 
the long, thin beak of the bird-like head seems to 
have been broken at some time and repaired, as you 
can clearly see a crack all around it. In its right hand 
the statue holds a sort of cross with a loop at the top, 
which you believe is called an ankh. 

In the other hand it holds a staff, with one end held a 
few inches above the surface of the dais. The other 
Old has been shaped to represent a cobra's head. 

The ankh has been carved integrally with the 
statue, but the staff seems to have been made of a 
shiny metal - either silver or platinum. If you try 
to remove it, turn to 369. 

There is nothing else of interest on the top of the 



57-58 



dais, so you return to the floor of the room, turning 

torn. 



57 

You cannot, of course, carry a lighted torch while 
cUmbing a rope, so your ascent has to be made in the 
dark. 

Eventually, when you believe you must have climbed 
at least a hundred feet, your hand meets a cylinder 
above, through which the rope passes. You cannot feel 
the sides of the shaft, and must assume that, if it has 
stayed ten feet wide all the way up, you are in the 
centre. 

Reaching as high as you can, you feel the cylinder 
above you and find it is about one foot thick. You, 
therefore, throw both arms and legs around it, 
relinquishing your hold on the rope, and try to work 
your way to the end. 

This is quite difficult. Calculate E+ 4H-T: you wiU 
need a score of 15 to succeed but may sacrifice Fortune 
Points to modify this. 

If you succeed, you reach the ground, light a torch 
and may turn to 359. 

Should you fail to achieve this score, you lose your 
grip, fall back into the shaft and should turn to 289. 



58 

You turn the handle, but the door remains immovable: 
you realize it is not a door at all, but a section of wall 
carved to look like one. 



59-60 



There is a scraping noise behind you and, spinning 
round, you reach the comer in time to see the doors to 
the Hounds' room swinging shut: both the second one 
by which you just left the room and the door through 
which you originally entered it. 

An exhaustive search reveals no other way out. You are 
imprisoned in a small section of passage with only one 
door, and that can only be operated from the room 
beyond it. 

Even if you extinguish your torch, I am afraid the air in 
there will not last long enough for you to survive until 
the tribe which frequents the pyramid returns and 
discovers you. Still, perhaps that is just as well! 

Turn to 289. 



59 

You prop your ladder against the wall beneath the 
shiny dark panel, and climb to investigate. It feels cool 
and smooth to the touch, is three feet long, two feet 
wide and set flush with the ceiling. There are no 
catches or fastenings that you can see, but with your 
fece just below the panel you think you can make out a 
space above it. 

The only way to discover what lies beyond seems to 
be to try to break the panel, which appears to be 
made of glass. If you wish to do this, turn to 127. 

Otherwise you climb down the ladder again and 
should turn back to 355. 

60 

Breaking the panel below will prove no great problem. 



61 



You can lean down and hit it with a sword, or any 
longer weapon; if you have managed to manoeuvre a 
ladder along the passages you can lower it down the 
shaft and push the panel out, or as a last resort you can 
hang by your hands and stamp on it. 

One way or another the panel, which is indeed made of 
glass, is broken and the shards tinkle on the floor 
below. Safe in the passage above, you inspect the area 
revealed by the light of your torch. There seems to be a 
room down there, fifteen feet high and about the same 
across. Should you wish to go down and inspect it, you 
may have a problem, as there is nowhere in the passage 
for you to secure a rope. (The metal rod is too close to 
the wall.) 

If you do have a ladder, you will be able to lower it 
to the floor below by fastening a rope to the top 
rung, and will be able to work your way down the 
shaft by pressing arms and back against the side 
until your feet reach the ladder. To do this, turn to 
92. 

Without a ladder, the only alternative is to drop in, 
with no way to get back. If this suits you, turn to 
396. 

Otherwise, you leave the shaft and move to the 
other end of the passage, turning to 393. 

61 

You find yourself in a ten-foot-square pool, set against 
one wall of a large room. It is possible to climb out on 
any of the other three sides. 

If you have no illumination, you will be able safely to 



62-63 



feel your way around until you find a small table with 
flint, steel and tinderbox thoughtfully placed thereon. 
You will then be able to light some of the torches 
stationed along one wall. 

Should you have brought your own fire-making 
equipment along, you will save having to feel your way 
around the room. 

Either way, when you have illumination, turn to 
189. 



62 

This passage is twenty-five feet wide and proves to be 
eighty feet long. At one end it opens into a room with a 
shaft leading up through the ceiling: if you enter this 
room turn to 142. 

At the other end there is a mighty pair of doors which 
extend to the ceiling thirty feet above and fill the width 
of the passage. They seem to be made of metal. 
Half-way along the passage, on the left-hand side 
coming from the room, are another such pair of doors. 
There are a number of dark glass panels set in a row 
along the centre of the ceiling. 

If you move to investigate the doors at the end of the 
passage, turn to 78, while if you go to the ones in the 
centre, turn to 94. 



63 

You stand before a stout wooden door. There is a large, 
round doorknob which appears to be made of a smooth. 



64-65 



66 



shiny material like red glass. If you turn the handle and 
push the door open, turn to 279. 

If you leave the door and proceed in the opposite 

direction, you will quickly reach the end of this 
passage, ten feet away, where others lead df to left and 
right. 

Turn to 123. 



64 

You manage to scramble clear of the Monolith, which 
lies motionless on the floor for some time, before 
gradually starting to alter its shape in order to resume 
its pose at the end of the passage. Over its recumbent 
form you can see that the passage reaches a dead end 
here, so you will have to return to the comer behind 
you. 

There is no point in attacking the Monolith - your 
weapons cannot harm it and its only form of attack is 
the crushing fall on an unwary victim. 

You may take any Potions, or have a meal if you wish - 
it will take the Monolith at least an hour to regain 
position. 

When ready, turn to 131, after making any 
necessary amendments to your Character Sheet. 



65 

You decide to break the right-hand ceiling pane. 
Steadying yourself on the ladder, you draw a weapon 
and strike upwards at the centre of the glass. There is 



splintering crash, and shards of glass fall around you to 
the floor. 

Above the broken panel is a slightly larger space, 
perhaps three feet by eighteen inches, which leads 
upwards and widens further up. In fact, holding your 
torch up in the shaft, you can see that there is a passage 
treading away from the room, some five feet above it. 

If you wish to climb up to investigate further, turn 
toll. 

Otherwise go back down the ladder and turn to 344. 



66 

You decide to cross the sand now, so that you can 
inspect the area from the centre tomorrow, thus 
hopefully saving the necessity to tramp all around the 
alley in the baking sun. 

Thankful to have only another mile or two to travel 

night, you descend the rocky slope, which is quite 
smooth and gentle, and set off across the almost flat 
expanse of soft sand. 

Before you have gone more than a hundred yards, you 
become aware that you are not alone on the sands, 
wherever you look, small forms slither and scurry; 
snakes, lizards, rodents, scorpions and insects are all 
easy preying on each other but, as you pause, you see 
that most appear to be moving your way. You realize 
that you probably represent a good meal for several 
score of them, and quite a number are well-enough 
equipped with poisonous fangs and stings to ensure 
they get it. A fire would probably keep them at bay, but 
you cannot carry one along with you. 



You are not alone on the sands. 



67-68 



If you carry on, lighting a torch to try to keep them 
off, turn to 34. 

If you prefer to retreat to the rocky slopes and wait 
for dawn, as these creatures will surely shelter from 
the heat during the day, turn to 114. 

67 

Standing by a shaft leading down through the passage 
door, you can see that it is only five feet deep, but with 
a window at the bottom through which you can see a 
room some fifteen feet high. The sides of the hole taper 
noticeably, so that although the shaft is five feet by 
three feet at the top, the window at the bottom is only 
three feet by two feet. A slim rod runs down one side of 
the shaft, but if it is intended as a means to open the 
window you cannot tell how it works. 

Nothing seems to be moving in the room below, which 
is lit rather dimly by a strange reddish glow, but you 
can see a door in one wall close by the window. 

If you wished to, you could probably enter the room 
below by lowering yourself down the shaft, kicking the 
window in, and dropping the fifteen feet to the floor 
below. The floor looks like hard stone, however, and 
you doubt that you could accomplish this without 
suffering damage. 

Nonetheless, if that is what you wish, turn to 175. 

If you decide to leave the shaft alone, turn back to 
119. 

68 

You decide to throw a burning torch down the shaft 
into the room below, hoping to solve the mystery of 



69-70 



the suspended glass shards. These passages within the 
pyramid are no place to travel without illumination 
however, and you will only take this course if you have 
a second torch, or perhaps a lantern, which you light 
first. 

If you have no second source of illumination you 
will have to abandon the plan and turn back to 378. 

Otherwise, you amend your Character Sheet 
accordingly and turn to 148. 

69 

Carefully, you examine the designs on the walls 
wondering whether they contain any messages, cryptic 
clues or even secret catches to open hidden doors 
Unfortunately you meet with no success. Peering at 
the intricate designs does, however, produce one 
result; your eyesight becomes impaired to such an 
extent that your Expertise score is reduced by 1 point 
for the remainder of the adventure. 

The only way to avoid this sad deterioration is to take a 
Healing Potion, if you have one to spare. This will not 
only restore your eyesight to normal, but also have the 
usual effect on any damage you have suffered, as per 
the Game System. 

Amend your Character Sheet accordingly, then turn 
back to the paragraph number you noted. 

70 

You prop your ladder against the wall beneath the 
panel which emits the yellow light, and climb to 
examine it. The light is too bright to scare directly at it 
so you have to feel around it with your fingertips, it 
seems to be made of smooth glass, feels slightly warm 



71-72 



and appears to have no fastenings, being flush with the 
ceiling. 

The only way to discover what lies beyond seems to 
be to break it If you decide to do this, you should 
first make a note of this paragraph number. Then, if 
you draw a weapon and strike at the centre of the 
panel, turn to 397. 

If you prefer first to move the ladder to the side, so 
that you are not directly below the panel, turn to 
285. 

Should you decide not to take any further action 
with regard to the panel, turn to 166. 

71 

Three passages meet here in a T-junction, and you are 
racing down the 'upright' of the 'T'. You can see a 
passage turns off to the left twenty-five feet away, 
while this passage continues . 

To your right a passage runs ten feet and ends where 
passages turn off to both sides. To your left the passage 
only goes five feet before turning left. 

Turn to 391 if you take the passage ahead. 

Turn to 17 if you take the one to your right. 

Turn to 363 if you take the one to your left. 

72 

An agile adventurer like you should not have too much 
difficulty in 'chimneying' up the five feet to the 
passage above. Calculate E -i- 4H-T as per the Game 
system: you will need a score of 15 or better to 



73-74 



succeed, but may use Fortune to achieve this if 
necessary. 

If you fail, you will fall to the floor breaking the ladder 

irreparably, and suffering 3 points of damage, which 
you should deduct from your Vitality score. 

If you succeed, and climb up to the passage above, 
turn to 40. 

It is possible that you are actually climbing down 
into the room. However you reach the floor, turn to 
344. 

73 

You have opened a ten-foot-wide, fifteen-foot-high 
door. 

On one side is a fifty-foot-square room with a shaft 
leading up through the thirty-foot-high ceiling near 
one comer, and a twenty-five-foot-wide passage 
leading away from the right-hand side of the opposite 
wall. 

If you enter this room, turn to 142. 
On the other side, a twenty-five-foot-wide passage 
leads away to your left as far as you can see in the 
darkness. 

If you wish to go that way, turn to 89. 

74 

You step over the threshold and are immediately 
brought up short. There is a sharp tingling sensation 
affecting any areas of exposed flesh, and you find 
something is pressing over your face, preventing you 
fi-om breathing. 



75 



This entire room is occupied by Giant Amoeba. These 
monsters are completely transparent and live by 
ingesting flesh, bone, leather, wood and other organic 
materials, but not metal or stone. Having no shape of 
their own, they will adapt themselves to the shape 
dictated by their surroundings. They are known to 
avoid sunlight, which causes a darkening of the surface 
area, but the only known way to kill them is to 
sprinkle acid on them, which apparently poisons them 
through juices which they use on their prey. Wine or 
vinegar will also damage them. Your immediate need, 
however, is to break free before the anaesthetic touch 
of the Amoeba renders you unconscious. 

To do this you must first expend 2 Fortune Points to 
retain your senses. 

Secondly, calculate E -i- 4H, and modify the result by 
using further Fortune Points if necessary to achieve a 
score of 16. 

If you manage both, you will be able to wrench 
yourself free, and back away, slamming the door 
shut. In this case amend your Character Sheet 
appropriately and turn to 106. 

If you fail, probably through having too few Fortune 

Points left, you will lose consciousness and will 
soon leave only a few more items on the floor to 
mark your passing. 

Turn to 289. 

75 

With your attention on the door, the Cheetah is able to 

attack your defenceless back, inflicting 3 points of 
damage with its teeth and claws. 



76-77 



If you sacrifice 2 Fortune Points (amending your 
Character Sheet accordingly) you will be able to dive 
through the narrowing portal and escape; the Cheetah 
being unable, to follow in time. 

However, should you be unable, or unwilling, to delete 
the Fortune Points, you will be unable to reach the 
door before it closes and your opponent attacks again. 

In this case, turn to 183. 

In either case, do not forget to note the damage you 
have suffered on your Character Sheet. 

76 

With the first Hound out of action, you are able to 
work your way down the shaft, then drop the last 
fifteen feet or so to the stone floor below. This still 
does some damage, and you must deduct 2 Vitality 
Points from your Character Sheet. 

If this kills you, turn to 289; otherwise turn to 38. 

77 

You find that the shaft is some three feet wide and two 
feet across. There is a contraption of jointed rods fixed 
to the right-hand wall, the purpose of which is not 
apparent to you. The shaft ends five feet below in an 
opening two feet wide and one foot across, which is 
obviously set in the ceiling of a room, close by one 
wall. 

The room below is well lit, almost as bright as 
daylight. 

(a) If you have just come up that way, you will see 
there are a few shards of glass around the opening 
and others below, around the foot of a ladder which 



78 



is propped against the wall. The floor of the room 
is sandy, and the air coming up the shaft is 
noticeably warm. You will just be able to spot the 
dead body of a Giant Scorpion to one side. 

(b) If you did not come up this shaft, then there 
will be an unbroken window at the bottom, no 
ladder and the Giant Scorpion will be moving 
around. 

Having investigated this short passage you return 
to the long passage and should turn to 321. 



78 

When you approach within five feet of these doors 
they slide open, disappearing into slots in the walls. 
The doors themselves prove to be one foot thick and 
the weight must be enormous. Fascinated, you step 
away and the doors slide out of the walls to close the 
passage again. 

Once more you move forward, the doors open, and 
you are able to look through. 

On one side is a dark passage, leading further than 
you can see in the darkness, although you can make 
out another, similar pair of doors in the right-hand 
wall twenty-five feet away. 

If you enter the passage, turn to 62. 

On the other side is an enormous well-lit area, so 
large and bright that for a moment you think you 
have emerged into the open. 

If you enter this area, turn to 158. 



79-81 



79 

You stand facing a closed, stout-looking wooden door 
at the right-hand end of the passage wall. Immediately 
to your right is the five-foot-wide wall at the end of the 
passage. 

Looking to your left, you can see the open pit 
stretching fifteen feet to the comer, where the passage 
turns left. There is no way you can jump this, as you 
have only a five feet square of floor fi-om which to 
launch yourself. 

The door appears to open away from you, and there is a 
square metal handle on the left-hand side. As you turn 
the handle and push the door open there is a grinding 
noise fi-om nearby; the door is difficult to move but you 
force it open. 

As you step through there is a thud from nearby which 
vibrates the floor, and the door closes of its own 
volition behind you. 

Turn to 207. 

80 

As there is no way you can regain the floor, or climb 
around the section which has fallen forward on top of 
you, the only available direction is downwards. The 
question is, therefore, whether you wish to go down 
quickly or slowly. 

If you decide on the fast drop, turn to 96. Otherwise 
turn to 112. 



81 

You decide to leave the room. There is another door 
opposite the one leading to the Giant Scorpion's room 



The pit stretches to the comer. 



82 



and this may be open or closed depending upon your 
previous action. There is, however, no sign of the side 
passage which once turned off to the left after ten feet. 

Remembering the grinding noise, you search the 
left-hand wall of the passage, and find that there is a 
section which appears to have moved across to close 
the opening. Try as you may, you cannot now shift it, 

however. 

// you return to the room containing the dead 
Scorpion, turn to 217. 

If you move on to the further door and open it for the 
first time, turn to 187. 

If you first try closing 'the door to the dead 
Scorpion's room, turn to 32. 

Should you reach a stage where you can find no way 
out, you settle yourself in a corner and wait for the 
end. Turn to 300. 

82 

You decide to spend the night amongst the rocks above 
the circular valley and are about to seek a sheltered 
place where you can light a fire, when your eye is 
caught by movement on the sands, and you become 
aware of a faint background noise. 

Venturing down the slope, you see that the surface of 
the sand is alive with small creatures: snakes 
scorpions, rodents and lizards pursue each other across 
the soft sand, burrowing into and out of the surface, 
and you wonder how long you would have lasted had 
you tried to cross, as many are armed with poisonous 
fangs or stings. 

Turn to 185. 



83-85 



83 

You have reached a comer in the passage. 

In one direction it runs only ten feet to a point where 
four passages meet. 

If you go there, turn to 135. 

If you have come from this crossroads, the passage 
takes a right-angled turn to the left here, and runs as far 
as you can see into the darkness. 

If you proceed in that direction, turn to 315. 

84 

You quickly identify this as a Healing Potion, having 
used them often enough before. 

Amend your Character Sheet appropriately; these will 
nave the same effect as the standard Potions you set 
out with. 

Now turn back to the paragraph number you noted. 

85 

You are fortunate to avoid the spell effects by 
sacrificing 5 Fortune Points. Those authorized to open 
the chest know the correct Words of Power to stop the 
spell operating,but these are naturally unknown to 
you. 

Opening the chest, you find a small potion bottle 
labelled 'Cure Disease', five bags each of which prove 
to contain about a hundred gold pieces, and a 
two-foot-long iron rod with spiral grooves carved in the 
last inch of one end. 

If you take any of these items with you, add them to 
your Character Sheet, then turn to 133. 



86-88 



86 

The sun eventually rises over the Eastern horizon and 
you are able to make out, not far ahead, a large rocky 
crag with a number of dark openings which indicate 
caves within. There is now no sign of your follower, 
and you wonder whether it was a purely nocturnal 
animal, or perhaps even a figment of your imagination. 

Finding a nice, deep cave you remove your weighty 
equipment. If you have already disposed of your 
follower, you can settle down to a day's rest, and 
should turn to 182. 

If you are still waiting to see who or what has been on 
your trail, you place your equipment in such a way as 
to be visible from the cave mouth, with your tent and 
blanket arranged to resemble a sleeping figure. Finding 
a hiding place behind some jumbled rocks just outside 
the entrance, you settle down for a patient wait. 

Turn to 214. 

87 

You are part of the way down a long, straight passage. 
Looking in one direction you can see a comer, 
thirty-five feet ahead, where the passage turns right. 

If you proceed to the corner, turn to 167. 

In the other direction, the passage runs straight for 
as far as you can see. You can just make out a door 
in the left-hand wall after forty feet, and if you move 
to the door, turn to 273. 

88 

Torch held high, you enter the room, drawing a 
weapon and depositing anything else you carry in the 
passage outside. 




A sleeping figure is visible from the cave mouth. 



89 



Two forms slink from the pile of straw, splitting to 
approach you from both sides, and you recognize them 
as Hyenas as they suddenly spring to the attack. 
Although normally cowardly, these animals 
apparently view you as a threat. Each has Expertise 10 
and Vitality 7, and they can do 1 point of damage with 
their yellow fangs. However, you are aware that 
Hyenas often carry rabies, so a bite could well bring 
infection. 

As they attack together, you will have to calculate E + 
4H for each of them, as well as yourself each time. If 
either of them beats your score you will suffer damage, 
and you in turn will damage whichever of them you 
beat. 

If the combat ends in your death, turn to 289. 

Should you kill both of them without suffering any 
damage, turn to 248. 

If you kill them but take one or more bites in the 
process, turn to 312. 

89 

This passage is twenty-five feet wide and is too long for 
you to be able to see the far end. There is a noticeable 
slope to the ground. However, when you reach the 
halfway point you can see both ends, and calculate it 
must be a little under 100 feet long. 

At one end there is a door, ten feet wide and fifteen feet 
high at the end of the wall which is on your right as 
you move towards it. This end is at the top of the slope 

At the other end is a fifty foot square room. If you are 
moving that way, the left-hand wall continues the left- 



Two forms sUnk from the pile of straw 



90-91 



hand wall of the passage, as the room extends to your 
right. 

If you open the door, turn to 73, while if you 
investigate the room, turn to 240. 

90 

Deftly, you whisk the green cloth aside, then stagger 
back appalled at the sight which meets your gaze 
Instead of the mirror or picture you might have 
expected to see, the frame actually appears to surround 
an opening into another room. 

Almost filling the opening is the most revolting 
creature you have ever seen, or indeed imagined. It 
seems to have no fixed shape, and is thrusting towards 
you a pseudopod which contains a mouth at the end 
several suckers beneath and a couple of eyes on stalks. 
You can see further organs and manipulative 
extensions studding the mass of its body in the room 
beyond, and the whole nauseating creature oozes a 
thick green slime. 

You try to flee, but it is as if your feet are stuck in a 
mass of pitch . . . you can barely move them. 

If you draw a weapon to fight the creature, turn to 
42. 

If you try to fend it off with your flaming torch, turn 
to 138. 

If you close your eyes and wish for a quick end, turn 
to 100. 

91 

Beyond the door is a large room, lit by a deep red glow. 
You immediately recognize the room you recently left 



92 

in a hasty and involuntary fashion, and soon realize 
that this door is at the end where you previously noted 
various items in the comers. 

The odd thing, you now realize, is that the red glow is 
not, in fact, a form of lighting, but appears to exist in a 
sharply defined area which does not quite reach this 
end of the room. It is as if you are now looking at a 
section of an enormous red globe, with the edge or 
surface some ten feet away. 

As a result, your end of the room is rather dark, and 
you still cannot quite make out the objects in the 
comers. 

If you wish to enter the room, turn to 353. 

Should you decide against it, you can shut the door 
and turn to 103. 

92 

Lowering the ladder into place takes a little time, and 
you then coil the rest of the rope on the floor of the 
passage, hoping it will stay in place so that you can pull 
the ladder up again later, should you so wish. 

You then work your way down the shaft, carefully 
keeping clear of the rope, and finally feel the ladder 
beneath your groping toes . 

Thankfully you start to descend, but when you are just 
clear of the shaft you feel the slap of something against 
your legs, and with a sharp stinging sensation you lose 
2 Vitality Points. (Amend your Character Sheet and, if 
this results in your death, turn to 289.) 

Looking somewhat unsteadily over your shoulder, you 
see a number of rope-like tendrils have extended 



93 



towards you from a recess above a door in the centre of 
the fifteen foot long wall on the right-hand side of the 
room. Two have struck you and several more are close 
at hand. 

If you tried to reach the door, you doubt if you could do 
so without taking enormous damage. The alternatives 

seem to be to back into a corner and fight, or try to 
climb back up the shaft to the passage above 

To fight, turn to 394 and to climb turn to 282. 

93 

You plunge into the pool but quickly resurface, gasping 
at the cold. The water tastes rather unpleasant but 
there are no signs of anything dangerous in it. 

The torches against the white-tiled wall provide 
excellent illumination and, diving below the surface 
you can see the pool is fifteen feet deep. Leading away 
irom the right-hand end of the side opposite the ladder 
is a five foot wide passage, at the very bottom of the 
pool. 

In order to be able to swim safely, you will have to 
leave most of your equipment on the floor of the room. 
You can keep a belted weapon and your pack with a 
few light items, but the rest will have to be marked on 
your Character Sheet as having been left in the 
white-tiled pool room. 

If you wish to see where this passage leads, you firs: 
surface, take a deep breath, then dive down and 
propel yourself along it. Then turn to 29. 

Otherwise you can climb out of the pool and dry 
yourself on the towels, turning to 189. 



94-96 



94 

You approach the massive pair of metal doors. There is 
no handle, and although you try to push and slide 
them, they are quite unmoving. 

A little to the right, some five feet up the wall from the 
floor, is a circular metal plate, some twelve inches 
across, and there is a similar glass plate on the left of 
the doors. 

If you wish to try pushing the glass plate, turn to 
137. 

If you want to try the same with the metal plate, 
turn to 126. 

If you leave the doors and panels alone, turn to 62. 

95 

You have come to a corner in the passage. In one 
direction you can see a passage turning off to the left 
thirty-five feet away, while the passage you are in 
continues beyond. 

If you move to the junction of the passages, turn to 
319. 

If you have just come from that point, the passage 
turns right here, and runs straight as far as you can see 
into the darkness. 

Should you proceed that way, turn to 315. 

96 

The initial drop is through a five foot wide area, 
corresponding to the passage above; then the walls 
disappear and you are falling through a void. The five 



97-98 



foot space is, of course, too wide for you to successfully 
bridge to halt your progress. 

It has been remarked elsewhere that there is nothing 

inherently dangerous about a long fall, only the sudden 
stop at the bottom. This is so in your case, and once 
you stop falling you know no more. 

Turn to 289. 

97 

You stand before a wooden door. There is a black metal 
handle formed by three stout strips of metal in the 
shape of a triangle. 

If you wish to turn the handle and open the door, 
turn to 11. 

Should you decide to leave the door alone, a passage 
leads away from it for twenty feet to a crossroads 
where three other passages join it. 

Turn to 3. 

98 

You make your way around the top of the smoothly 
sloping rockface which surrounds the sand-filled 
depression, until you are roughly due West of the dune 
and pyramid. By now it is an hour after dawn, and 
already the sun is causing considerable discomfort. 

Then you see something which sends you diving for 
cover: a line of white-clad beings is filing out on to the 
sand from the South, obviously heading towards the 
dune. They have emerged from a narrow defile, which 
you had not noticed earlier, and there are several more 
beings there, holding a group of camels. 



99-100 



It appears that the beings who killed the fliers may 

only visit the pyramid, and not stay there, and it occurs 
to you that the fatal incident happened just one week 
ago. 

Carefully, staying in cover, you seek a place in the 
rocks where you can get some shade and watch what 
goes on. 

Turn to 194. 

99 

You have reached a corner in the passage. 

Looking in one direction, the passage goes twenty 
feet before turning a comer to the left. If you go that 
way, turn to 239. 

If you have just come from that direction, the 
passage turns right at your corner. 

In the other direction the passage runs straight for as 
far as you can see in the darkness. If you head in 
that direction, turn to 43. 

100 

You close your eyes, in the fervent hope that this 
strange creature will grant you a quick death. 

Oddly enough, nothing happens. Tentatively, you try 
to move your feet, only to find no resistance. The 
surprise is so great you almost fall over backwards. 

Hurriedly, you back until you bump into the wall on 
the far side of the room. Opening your eyes, you see the 
creature just where you left it, but as you look it starts 
to extend the pseudopod towards you, and once again 
your feet are stuck. 



101 



You wonder if there is some form of hypnotic spell 
associated with whatever was beneath the cloth. 
Quickly checking your bearings, you close your eyes 
again and make for one of the doors. Again you find 
yourself fi-ee to move. 

Although you will be able to escape from this room, 
such is your loathing of the creature which appeared 
that you find yourself unable to enter it again. 
Therefore, if a future paragraph offers you the choice of 
turning to 357 you must ignore it. Please note this on 
your Character Sheet. 

If you wish to leave the room by the passage in the 
centre of the wall on your left, turn to 165. 

If you prefer to leave by the opening in the 
right-hand end of the wall on your right, turn to 21. 

101 

You have come to a corner in a passage which features 
highly decorated walls. Looking in one direction, you 
can see the passage opens into a room twenty-five feet 
away. 

If you wish to enter the room, turn to 133. 

If you are coming from the direction of the room, you 
will find the passage turns right here and, twenty-five 
feet away, reaches another corner where it turns left. 

You should turn to 184 if you wish to go on to the 
second corner. 

Make a note of this paragraph number if you are 
going to examine the wall decorations, then turn to 
69 if you wish to examine those between the room 
and the first corner, or 229 for the walls between the 
two comers. 





You carefully examine the decorated walls. 



102-104 



102 

You are now free to search this room at your leisure, 
but before doing so may rest, eat or take any Potions 
you wish (altering your Character Sheet appropriately 

if you do). 

If you then wish to leave by the open door, turn to 
151. 

If you wish to open the closed door, turn to 134. 

If you wish to leave by the panel in the ceiling, 
turn to 348 (this option is only available if you 
used a ladder to enter). 

To search the rest of the room, turn to 166. 

103 

The door looks familiar. Made out of stout wooden 
planks, it has a large, red glass doorknob. 

If you turn the knob and push the door open, turn 
to 91. 

Should you prefer to stay in this featureless 
passage, you can walk back to the other end and 
turn to 163. 

104 

There are four five-foot-wide steps, each one foot high, 
leading up to the dais on which stands the large statue. 
The dais itself stands two feet higher than the top step, 
which you are now on, and is ten feet wide and extends 
five feet out from the wall. The bas-relief of the female 
is on the level of your step, and you can see the bowl 



105 



has a small hole leading back into the wall, as if 
intended to drain any liquid poured into the bowl. 

If you clamber on to the dais to examine the 
statue, turn to 56. 

If you pour some water into the bowl, turn to 131. 
If you return to the floor of the room, turn to 116. 

105 

You stand by a gigantic pair of one-foot-thick metal 
doors, which are obviously intended to close across 
the twenty-five-foot-wide, thirty-foot-high passage 
which extends over 100 feet on both sides. At some 
time in the past the operating mechanism must have 
failed, as now one door is fully extended while the 
other only protrudes a few inches from its slot in the 
wall. 

Looking through the twelve foot gap, you can see 
that in one direction the passage runs some 140 feet, 
ending at a wall in which there is a ten-foot-wide, 
fifteen-foot high door on the left-hand side. In the 
right-hand wall, immediately outside these doors 
where you stand there is another pair, similarly 
stuck partly open. 

If you enter this passage, turn to 41. 

On the other side of the doors the passage continues 
for almost 200 feet and ends at a blank wall. There 
are three ten-foot openings on the right, evenly 
spaced down the passage, with the first some 
twenty-five feet away. 

You can just make out the sound of voices, probably 
coming from the second or third opening. 



106-107 



If you wish to go as far as the first opening, turn to 
169. 

The passages on both sides of the doors are well-lit by 
shining yellow panels running down the centre of the 
ceiUng. 

106 

Gasping for air, you lean against the closed door, 
thankful for your narrow escape. 

You realise there is no way that you can combat the 
monster in this room, and will therefore be imable to 
search it. 

Turn to 31. 



107 

You turn the handle and fmd that the door opens 
towards you. AH is dark and quiet on the other side. 

With the illumination fix)m your torch, you see a 
square room fifteen feet across and fifteen feet in 
height. The door is in the centre of one wall, and the 
room is completely bare and empty. 

If you wish to search the walls for secret doors, turn 
to 152. 

If you leave the room, turn to 335. If you close the 
door after you the description will still apply, but if 
you leave it open that difference will obviously need 
to be borne in mind. 

If you stay in the room and close the door, turn to 
216. There is a handle on the inside, much like that 
on the outside. 




The operating mechanism must have failed 



108-110 



108 

If you have managed to bring a twelve-foot ladder with 
you along the narrow passages, you will be able to 
lower it into the room below by fastening a rope to the 
top rung. Carefully you do this, then lay the rest of the 
rope in the passage so that you can pull the ladder up 
again if you return this way. 

The uproar below continues, but it is now obvious that 
the second Hound must be chained up and cannot 
reach the area immediately below the shaft. 

You work your way down the shaft until your groping 
feet reach the top of the ladder, then descend. Once at 
the bottom you are able to survey the area you have 
entered. 

Turn to 38. 

109 

You prop the ladder against the wall below the black 
panel and mount until your head is just below it. The 
panel is cool and smooth to the touch, and as you peer 
closely at it you feel there is a dark space beyond. 

There are no apparent fastenings you can release to 
remove the panel, so if you are to discover what lies 
beyond you will have to smash it. If you wish to do 
this, you should turn to 45. 

Should you decide this may not be a good idea, turn 
back to 217 and choose again. 

110 

You stand by a gigantic pair of one-foot-thick metal 
doors, which are obviously designed to close a 
twenty-five-foot-wide, thirty-foot-high opening. At 



111-112 



some time in the past, the mechanism that operates 
them seems to have failed, as one is stuck fully out, 
while the other only protrudes a few inches from its 
wall slot, leaving a gap of some twelve feet. 

On one side of this opening a twenty-five-foot-wide, 
thirty-foot-high, well-lit passage extends some 100 
feet to your right, but ends immediately to your left 
at another, similar pair of doors which are also stuck 
partly open. 

If you wish to enter this passage, turn to 41. 

On the other side is a truly enormous room, so 
brightly lit that you think for a moment you have 
emerged into the open air. 

If you wish to look round this area, turn to 158. 

Ill 

Letting go, you drop into the room below. The large 
feline (which turns out to be a Cheetah) springs to 
the attack while you are in midair, causing you to 
lose your balance and fall heavily. 

You suffer 2 points of damage from the fall, and 3 

more from the fangs and claws of your opponent. 
Amend your Character Sheet and then turn to 
183. 

If the 5 points of damage are sufficient to kill you, 
turn to 289. 

112 

If you have a rope readily available (i.e. on your 
shoulder or belt - you cannot reach it if it is in your 
backpack) you can try to tie it to the door handle 
before your one-handed grip gives way. 



113 



Calculate E + 4H. You need a score of 15 to achieve 
this. However, for every bag of gold or golden ornament 
on your Character Sheet you must deduct 1 point trom 
your score. You may use Fortune Points to bring your 
score up to 15, if necessary though (amending your 
Character Sheet appropriately). 

If you manage to gain the necessary score, turn to 
128. 

Should you be unable to reach a score of 15, or not 
have a rope you can use, you will lose your 
handhold and should turn to 96. 

113 

You approach the apparent end of the passage, where 
there is a blank wall. Unfortunately a trap has been set 
for unauthorized intruders such as yourself. Part of the 
floor moves beneath your feet, and the wall at the end 
of the passage collapses on top of you. 

Perhaps it is as well that the five-foot blocks have been 
split into smaller bricks to facilitate their collapse; in 
any event, you will suffer 4 points of damage. 

If this is sufficient to kill you, turn to 289. 

Otherwise you push the bricks away and struggle to 
your feet. The collapse has not revealed any way 
through, and you have no choice but to return to the 
comer ten feet away. Coming to it fix)m this direction 
the passage turns right here. 

Please amend your Character Sheet with regard to 
the damage sustained, or any Potion you may wish 
to take, then turn to 379. 



114-116 



114 

Although they close in when you start to retreat, you 
manage to reach the rocky slopes ahead of the creeping, 
crawling horde. A sound of hissing and cUcking seems 
to indicate their annoyance, but for some reason none 
of them leave the sand to follow. 

Turn to 185. 

115 

You stand before a stout wooden door. On the left-hand 
side is an 's'-shaped handle, carved to represent a 
snake, and the door appears to be designed to open 
towards you. 

Behind you a passage leads straight for as far as you can see 
in the light of your torch. If you face that way, you can see 
a five-foot-wide opening in the right-hand wall fifteen feet 
away, where another passage seems to lead off 

If you open the door, turn to 399. 

If you move along the passage as far as the side 
turning, turn to 291. 

116 

You have entered a very large room. WhUe you can 
only see a part of it, as your torchlight only reaches 
about fifty feet, by walking around you are eventually 
able to build up a complete picture in your mind. 

The room is square, with each wall 100 feet long. You 
can only just make out the ceiling, fifty feet above. 
Two opposite walls are blank, apart fixDm empty 
cressets spaced ten feet apart, fifteen feet above the 
floor where you imagine torches may be installed as 
required. 




A statue stands on the dais. 



117 



A third wall has a massive pair of doors at either end. 
Each pair is twenty feet high and the individual doors 
are nearly eight feet wide. 

If you wish to leave the room by the left-hand pair, 
turn to for the right-hand doors, turn to 225. 

The fourth wall features a series of wide steps 
mounting to a dais on which stands a statue, 
approximately twice life size. It appears to be a man in 
robes, with the head of a long-beaked bird, and has 
been carved from some reddish coloured stone. 

On either side, carved in bas-rehef in the wall of the 
familiar black blocks, are representations of robed 
humans proffering empty bowls towards the statue. 
The one on the right is male, while that on the left is 
female. 

If you wish to investigate the statue, turn to 56. 

If you go to look at the carved bas-reliefs, turn to 280 
for the male, or 104 for the female. 

117 

You have reached a corner in a five-foot-wide passage 
with richly decorated walls. Looking in one direction 
you can see the passage opens into a room twenty-five 
feet away. 

If you move on into the room, turn to 357. 

If you have come from that direction, you will find 
the passage turns left at this corner and, twenty-five 
feet further on, turns right. Turn to 149 if you wish 
to go to this second corner. 



If you wish to examine the wall decorations, you 
should first take a note of this paragraph number. 



118-119 



Then, if you wish to examine the walls between the 
comer and the room, turn to 165. If you wish to try 
the walls between the two comers, tum to 213. 

118 

You creep stealthily around the massive boulder and 
are crushed to the ground as a tremendous weight 

lands on your back. 

You have suffered 4 points of damage (amend your 
Character Sheet) and, staring wildly upward find you 
have been ambushed by an Ogre, who had followed you 
and climbed on top of the boulder when he saw you 
retracing your steps. 

There is no choice but to fight this fearsome 
opponent, so tum to 374. 

119 

At this point there is a hole in the floor of the passage 
with a shaft leading downwards. The hole is some five 
feet long and three feet wide, leaving a foot of solid 
floor on either side so that you can edge past. 

If you wish to examine the shaft, tum to 67. 

If you prefer to carry on along the passage, your 
further progress naturally depends on the direction 
you wish to take. 

In one direction, you can see a similar hole in the 
floor fifty feet away . If you go there, turn to 195. 

In the other direction, the passage carries on as far 
as you can see into the darkness. To go that way. 
tum to 375. 



120-122 



120 

You find the door opens into a large, dark room. So 
large, in fact, that your torch only illuminates the wall 
on either side of the door, one on your left, and a semi- 
circle of floor. Looking up, you can just make out the 
ceiling, fifty feet above. All is quiet. 

Immediately to your right, beside the door which you 
have opened, is a bas-relief of a man offering a bowl to a 
large statue. On examining the door, you realize it is 
designed to blend with the wall when closed, and 
would be almost impossible to spot fom any distance. 

If you go back into the passage, turn to 262. ( Close 
the door behindyou. ) 

If you go out into the large room, the door will swing 
shut of its own accord. Tofind out more, turn to 116. 

121 

Congratulations! Either you have worked out that the 
code is based on the Atomic numbers of the Elements 
represented by the letters of the clue, or you have made 
a lucky guess. 

When 121 is punched into the chest mechanism, the 
lid will spring open, revealing the contents. 

Unfortunately, the long-dead people who worked in this 
station had worn special protective clothing whenever 
they handled the highly radioactive fuel cells kept in 
this lead chest. Without the protection, you and the 
other occupants of the room die within seconds. 

Please tum to 289. 



122 

A nimble adventurer such as yourself should be able to 
negotiate this shaft. Calculate E + 4H-T as explained 



123-125 

in the Game System. You need a total of 13 to succeed, 
but may use Fortune to modify your score if necessary. 

If you succeed, turn to 154, bearing in mind that the 
glass panel is broken. 

Should you fail, you will fall to the floor below, 
breaking the ladder irreparably as you do, and 
suffering 3 points of damage. Amend your Character 
Sheet, then turn to the second paragraph of 336. 

123 

You have reached a T-junction where three passages 
meet at right-angles. Facing down the centre one you 
see that it ends at a door ten feet away. 

If you decide to approach the door, turn to 63. 

Looking down the passage to your left, you see it ends 
at a T-junction forty feet away. 

If you move to that point you should turn to 391. 

To your right, the third passage also ends in a 
T-junction, only this one is only thirty feet off. 

If you go that way, turn to 323. 

UA 

The Hound catches your offering in midair and 

consumes it in one gulp. There is no discernible effect 
It seems as fit and furious as ever and continues its 
efforts to reach you. 

Turn back to the paragraph number you just noted. 
125 

You have come into a rectangular room fifty feet long. 




It appears to be a store room. 



126 



ten feet wide and ten feet high. A five-foot-wide 
passage leads away from the right-hand half of one of 
the shorter walls, and in the diagonally opposite corner 
there is a five-foot-square opening in the floor, with a 
ladder leading down. 

This ladder is firmly fixed to the floor on the side of the 
opening away from the ten-foot wall of the room. You 
can see that five feet below is the corner of another 
room, with the ladder attached to its tiled wall. 

The room you are in at the moment appears to be used 
as some sort of store. There are two twelve-foot 
ladders, several fifty-foot lengths of rope, a six- foot 
trident, a dozen ten-foot poles, three sacks of hard 
biscuits, one of grain, a cask of salted meat and a row of 
empty hutches which may have held small animals 
recently, judging by the smell. 

You may, if you wish, take one ladder, or any two of 
the poles, rope or trident with you, adding them to 
your Character Sheet. 

If you descend the fixed ladder, turn to 317. 

If you take a step or two into the passage, you can 
just make out a side passage turning off it fifty feet 
away. And if you move to that point, you should 
turn to 221. 

126 

The circular metal plate is set flush with the wall, and 
when you look at it closely you see that the surface is 
completely covered with tiny raised bumps, almost as 
though the metal had 'gooseflesh'. 

You push and feel at the plate, but nothing happens 



127-128 

until you press the palm of your hand on it; then there 

is a click and the surface seems to come alive, moving 
against your palm with a not unpleasant sensation. 

This suddenly comes to an end when you feel a violent 
pain in your hand, and are thrown to the floor several 
feet away. You have suffered 6 points of damage (if this 
kills you, turn to 289) and such is the continuing pain 
in your hand that your Expertise is reduced by 1 point 
for the remainder of the adventure. 

If you have the old man with you as a captive, and 
are callous enough to make him press his palm to 
the metal plate, turn to 302. 

Otherwise, turn back to 62. 

127 

Drawing a weapon, you lunge upwards to strike the 
panel in the centre. With a tinkling crash, shards of 
glass fall around you to the floor, and you flnd yourself 
peering up a gradually widening shaft which seems to 
open out into a larger area some five feet above the 
room where you are. 

You decide it would not be too difi'icult to climb up 
and, if you wish to try, should turn to 327. 

If you prefer not to, you descend the ladder again 
and must turn back to 355. 

128 

Having managed to secure a rope to the 'door' handle, 
you descend slowly into the depths below. All is now 
dark, as you naturally had to relinquish your hold on 
your torch to use both hands. (No, you cannot hold the 
torch in your mouth ! Torches are long and heavy.) 



129 



As you descend, you keep a count of the number of 
times you change hands on the rope, until you realize 
you are nearly at the end. There is still no sign of 
ground level, your original torch went (Jut soon after 
you released it, and you have no idea how much further 
you may have to go. 

You halt your descent about five feet from the end of 
the rope and consider the possibilities. Any further 
activities on the rope will bring varying chances of 
losing your grip, and you may need to expend Fortune 
Points you can ill afford in order to ensure success. 

If you slide to the end of the rope and let go, turn to 
144. 

If you take a coin from your pouch and drop it, in an 
attempt to gauge your height above floor level, turn 
to 160. 

If you have a second rope, and wish to try to attach 
it to the bottom of this one, turn to 176. 

If you try to extract flint, steel and tinderbox from 
your pouch and create a light, turn to 192. 

129 

At this point, you can see the entrance hallway, which 
is twenty feet wide, twenty-five feet high and leads 
thirty feet to the outside world. 

If you move to the hallway, turn to 23. 

If you turn your back on the entrance, there are 
fifteen-foot-wide passages leading off to each side. The 
ceiling is still twenty-five feet above, and after going 
several yards to either side, each passage turns back 
towards the centre of the pyramid again. If you wish to 



130 



draw a map or diagram of the area, the walls to the 
right and left of the entrance hall are each forty foot 
long. The wall which faces the entrance, and extends 
between the comers where the two passages turn 
inwards, is seventy feet long. 

This latter wall bears an interesting frieze of paintings, 
obviously executed over a considerable period of years 
as those at the right are nearly illegible while those 
towards the left are quite fresh. The last fifteen feet of 
the left-hand end is blank. 

The paintings depict humans sailing ships, chasing and 
fighting animals and monsters, bowing before an idol 
and apparently attending meetings or lectures 
although, you notice, there are no scenes depicting the 
building of the pyramid, although it appears in its 
present form in more than one of the pictures. 

If you turn left and move to the corner, turn to 231. 

If you go right, turn to 177. 



130 

You suffer several more attacks while getting clear of 
the sands, and these will cause the loss of 3 more 
damage points. (Turn to 289 if this brings about your 
death.) 

Once you gain the rocky slopes, you are left alone. For 
some reason the creatures, now hissing and clicking in 
apparent anger, will not leave the sand. You can only 
wait for the morning, when the heat of the sun will 
drive them back into their various lairs. 

Now turn to 185. 



131-133 



131 

You stand at a comer in the passage. Looking one way, 
you can see that it ends at a door ten feet away. The 
door appears to be made of stone, with no sign of a 
handle. 

If you move forward and seek a way to open it, turn 
to 395. 

Coming from that direction, the passage turns right at 
the comer where you stand, and looking in the other 
direction you can see that the passage opens into a 
room only ten feet away. There will be at least one 
dead Hound, of enormous size, in that room, but 
whether the second is dead or not depends on your 
previous decision. 

If you enter the room, turn to 320 if one Hound is 
alive, or 336 if both are dead ignoring the first 
sentence. 

132 

Gingerly you taste the Potion. It is unfamiliar to you, 
but does no harm. (In fact, it is a Nostrum of Venom 
Dispersion, which will render harmless any poison 
which may have been injected through the skin by fang 
or sting. Of course, one has to survive the poison long 
enough to drink the Nostrum, and some poisons take 
effect instantly!) 

Now turn back to the paragraph number you noted. 

133 

You have entered a large rectangular room. Pacing it 
out, you find it to be thirty feet by forty-five feet. A 
number of large candelabra stand around the walls but 
are unlit. There are couches, a long table with a dozen 



134 



chairs around it, and tapestries have been hung on the 
walls to cover the usual bleak, black stone blocks. 

There is a five foot passage leading away from the 
centre of one of the longer walls, and the walls of this 
passage are richly decorated. You can see that it turns a 
comer to the right after twenty-five feet. 

If you wish to proceed to that corner, turn to 101. 

In the left-hand end of the opposite wall is another 
five-foot opening with a passage leading away. The 
walls of this passage are painted a plain white, and the 
passage runs for only fifteen feet to another room. 

If you go to this next room, turn to 21. 

There is a row of hooks along the shorter wall leading 
towards this white-walled passage. From each hook 
hangs a set of white robes, with designs embroidered in 
purple. If you wish to take a set or robes with you, 
enter them on your Character Sheet. If you decide to 
wear the robes at any time, mark your Character Sheet 
'Wearing white/purple robes'. 

In the centre of the opposite wall is a large, 
iron-bound, wooden chest, if you wish to open it, 
turn to 145. 

134 

This wooden door has a metal handle shaped like a 
bone. You turn it and pull the door open, revealing a 
five foot passage on the other side, running away from 
you to a crossroads fifteen feet away. 

The action of pulling the door open causes something 
else to happen... the door on the other side of the 
room closes ! 



135-136 



If you close this door again, the one across the room 
will open once more, and you should turn to 102. 

Should you step through this doorway into the 
passage, the door will close behind you and you 
should turn to 371. If you come this way again, 
ignore mention of combat with the Hounds if you 
have killed them. 



135 

You are at a point where four passages meet. Reading 
clockwise, your choices are as follows: 

In one direction the passage goes twenty feet before 
a side passage turns off to the left. If you go that 
way, turn to 199. 

The next passage goes twenty feet to a point where 
four passages meet. Turn to 3. 

Another passage turns left after forty feet. If you 
take this one, turn to 47. 

The last one only goes ten feet before turning left. If 
you head that way, turn to 83. 



136 

Lifting and uncorking your waterskin, you pour a fair 
proportion of your liquid reserves into the bowl held by 
the male figure. At first, nothing happens; then, when 
the water is about three inches deep, there is a gurgle, 
some bubbles break the surface, and the water starts to 
drain away. (By this time, your waterskin is half 
empty.) 



137-138 



A panel in the wall to the right of the figure now 
swings open. You can see a passage beyond but, 
being of a frugal nature, may pause to drink as much 
as you can from the bowl before the water all drains 
away, if you so wish. 

In this case, you should turn to 350. 

As the only illumination comes from your torch, the 
passage beyond the opening will be dark until you 
step into it. Just inside, you notice the handle which 
operates the concealed door from within. 

If you wish to enter the passage you step in, 
closing the door behind you, and should turn to 
161. 

If you prefer to stay in this large room, and ignore 
the liquid in the bowl, turn to 116. 

137 

The glass panel is slightly recessed in the wall. It 

seems to be opaque, but when you press it there is a 
click and a faint light comes on behind it. 

Nothing else happens. You press the panel again and 
the faint light disappears. 

Turn back to 62. 

138 

As the pseudopod reaches further into the room 
towards you, it rapidly expands. The creature can 
obviously alter its form at will and there are now a 
number of tentacles reaching out to pull you into the 
growing maw at the end of the pseudopod. The torch 
has no effect on them: indeed it seems to pass through 
the vile mass without harming it in any way. 



139-140 



If you close your eyes and await the end, turn to 100. 

If you try to plunge your weapon down the gaping 
maw, as the tentacles seize you, turn to 42. 

139 

You have come to a comer in the passage. 

If you look in one direction, you can see a point where 
this passage is crossed by another only five feet away. 

Turn to 255 if you move to this junction of the 
passages. 

Should you have just come from there, the passage 
turns left at the comer where you are now, and after 
only ten feet turns right again. 

If you move to this latter corner, turn to 179. 

140 

You try to escape from the Hound by diving towards 
the open door. The Hound attacks you again, causing 
you 2 more points of damage, and if this kills you, turn 
to 289. 

Even if you survive, there is a chance that the Hound 
will get a good grip on you with its jaws, thus 
frastrating your attempt to escape. 

Calculate E + 4H-T. If you score less than 15 the 
Hound will prevent your escape, but you can use 
Fortune Points to modify your score. 

If you succeed turn to 252. 

If you fail, you may either attempt to reach the door 
again, by starting once more at the beginning of this 
numbered paragraph, or turn to 172 to fight the 
Hound. 



The creature reaches into the room. 



141-143 



141 

From this point in the five-foot-wide passage you can 
see a comer, thirty-five feet away, where the passage 
turns right. 

In the other direction, also thirty-five feet away, you 
can see a passage turns off to the left, while this one 
continues on into the darkness. 

If you move to the comer, turn to yil, while if you 
proceed to the side passage you should turn to 321. 

142 

You have come to a large room, fifty feet square and 
thirty feet high. There is a twenty-five foot wide 
passage leading away from the right-hand half of one 
wall. In the opposite wall at the right-hand end there is 
a door, ten feet wide and fifteen feet high. 

Ten feet out from the corner opposite the wide passage, 
(on your right if you come in through the door) a 
ten-foot-square shaft leads up through the ceiling. 
Depending on your actions, there may be a rope 
dangling from the centre of this shaft, with a circular 
wooden platform on the floor beneath. (If you have not 
lowered it, this will not be there!) 

If the rope is there and you wish to climb it, turn to 
57. 

If you open the door, turn to 73. 

If you move along the passage, turn to 62. 

143 

You stand before a heavy-looking wooden door, which 

appears to open away from you, hinged on the right. 
There is a handle on the left-hand side, formed by an 



144-146 



iron ring held in the jaws of a nicely carved jackal's 
head. 

Looking in the other direction, you can see" a short 
passage leading away for fifteen feet to a point where 
it ends at a T-junction. Halfway along, another 
passage turns off to the left. 

If you go as far as the first passage, turn to 219. 

If you turn the handle and push the door open, 
turn to 2A3. 

144 

You hit the ground after falling a little over fifteen 
feet. Although not a particularly long distance, you 
cannot land well when the ground is invisible, and 
you have also landed partly on a pile of rusty old 
metal. 

The combined result is that you suffer a total of 4 
damage points. If this is sufficient to kill you, turn 
to 289. 

If you survive, you groggily search for the 
materials to make a light, and may turn to 240 to 
survey your surroundings. 

US 

You find the chest has a large, ornate lock fastening 
it shut. Surprisingly, there is a key already in the 
lock. 

If you turn the key to open the lock, turn to 293. 
Otherwise, turn back to 133 and choose afresh. 

146 

You have arrived at one end of a thirty-five-foot-long. 



147 



five-foot-wide passage. At the far end you see the 
passage ends at a T-junction, and if you wish to move 
to that point, turn to 393. 

There is an alcove in the left-hand wall at your end of 
the passage, which is some five feet wide and three feet 
deep. It extends up to the ceiling, but there is no floor 
to it, only a shaft leading downwards, narrowing as it 
goes, until it ends five feet below at a smooth shiny 
surface. It looks Uke a glass panel, but you can see 
nothing beyond it. 

You see there is a black metal rod running down the 
right-hand side of the shaft. It seems to be attached to 
the shiny panel by a metal plate, and at the top end, 
just below the level of the passage floor it ends in a 
small metal box. The top few inches of the rod are 
grooved and you feel it may be intended to open the 
panel. Unfortunately, you cannot decide how it works. 

The only way to investigate beyond the panel would 
seem to be to break it somehow. If you wish to do 
this, turn to 60. 

147 

You have come to a massive pair of doors across the 
end of a flfteen-foot-wide passage. Each door is 
seven-feet-wide and twenty-feet-high. 

If you try to push one open, turn to 116. 

In the other direction, the passage turns a comer to the 
right twenty-four feet away. There is a small, 
five-foot-wide door roughly halfway along in the 
left-hand wall. 

If you move that far, turn to 235. 



148-149 



148 

You cast the homing torch down the shaft, and it lands 
amongst the glass shards. 

For several moments the torch continues to bum 
fitfuUy. It seems to have landed on a partially liquid, 
absorbent surface and there is much spitting and 
bubbling around the flaming end. The area around the 
torch seems to quiver and turns opaque, small 
wavelets ripple the surface and then the flames gutter 
and go out. 

With your light from above you see the surface below 
rapidly grow still again, while the cloudy area clears 
more gradually. The glass shards seem to have sunk a 
little lower. 

What may be within the room below remains a 
mystery. Whether you wish to abandon it, or seek a 
way down, you will have to turn back to 378 and 
decide. 



149 

You have come to a comer in a five-foot-wide passage. 
Looking in one direction, you can see a passage leads to 
a plain door twenty-five feet away. 

If you proceed to the door, turn to 13. 

If you have come from that direction, you will find the 
passage turns left at this comer, then twenty-five feet 
further on turns right again. 

If you wish to carry on to the second corner, turn to 
117. 

The walls of the passage are ten feet high, and covered 



150-151 



in paintings and designs, some of which seem to be 
centuries old. 

If you wish to examine the walls between the two 
corners, to see if you can find any messages, hidden 
mechanisms or other clues, turn to 213. 

150 

After a few minutes you hear a cautious but heavy 
tread close at hand, and a large bulk looms up against 
the lightening sky. You realize you are being trailed by 
an Ogre. 

Though this is a formidable opponent, you will have 
little choice but to attack. Ogres will not lightly 
abandon a potential prey, and at least you have the 
advantage of SURPRISE. 

Leaping from cover, you strike the Ogre with your 
weapon for the maximum damage as indicated in the 
Game System. You should then continue the combat 
as outlined there, but will still have an advantage from 
your SURPRISE. So long as you can continue to hit the 
Ogre in each round of Combat, you will keep 
SURPRISE. As soon as you fail to score a hit, this 
advantage will be lost. 

Now turn to 37 4 for the Ogre's details, remembering 
the effect o/ SURPRISE. 

151 

You have come to a corner in the passage. Looking one 
way you can see your passage ends only ten feet away, 
where passages lead off from both sides. 

If you go to that point, turn to 291. 



If you have just come from there, the passage turns 



You are being trailed by an Ogre. 



152-154 



right at your corner and ends only five feet away at a 
heavy, closed door. You can see a large bolt holding it 
shut, and it appears that the door opens towards you. 
All is quiet. 

If you unbolt the door, turn to 277. 

152 

You carefully work your way around the room, but 
are unable to find any concealed panels. It is 
conceivable that some of the large stone blocks, 
which all seem devoid of mortar, could be caused to 
slide or pivot, but if so you cannot find a way to make 
this happen. 

If you leave the room, turn to 335. If you close the 
door after you, the description given there will be 
accurate: if you leave it open you should bear that 
difference in mind. 

If you stay in the room, but close the door from the 
inside, turn to 216. There is another handle on the 
inside, much like that on the outside. 

153 

Oh, bad luck! This is the poison used to dispatch 
anyone too badly injured to be cured. 

The merest taste is fatal: turn to 289. 

154 

You have come to a point where there is a shallow 
alcove in the wall of the five-foot-wide passage. It is 
three feet deep, five feet wide and goes all the way up to 
the ceiling ten feet above. There is no floor to it, 
however, merely a shaft leading downwards, narrowing 
as it goes until it ends five feet below. The bottom of 



155 



the shaft is actually a glass panel two feet wide and 
three feet long. 

On the far side of the panel is a brightly lit area. You 
cannot see much of it, but it seems to be either a room, 
or a wider passage than the one you are in. Of greatest 
interest, however is the enormous Hound you can see. 
There is a length of chain attached to its collar and it 
appears to be asleep. 

If you wish to open the glass panel, either to enter the 
area below, feed the Hound or whatever comes to 
mind, there is a stout metal rod attached to one wall of 
the shaft which looks as though it is intended for that 
purpose. It is attached to the glass panel by a metal 
plate, and at the top, just below the level of the passage 
floor, it enters a small metal box. You cannot discover 
how it works, however, so the only way to gain entry 
seems to be to break the glass. 

Should you wish to do this, turn to 364. 

Otherwise you can either move to the corner five 
feet away in one direction, where this passage turns 
left 360 or go the other way. In that direction you 
can see another passage turns off to the left, thirty 
feet away. Turn to 393 if you go there. 

155 

As you walk along this fifteen-foot length of passage, 
the floor suddenly opens beneath your feet and you feel 

yourself falling. 

Now is the time to show your agility: calculate E -i- 4H 
and, if you achieve a score of 15 you will manage to 
fling yourself forward far enough to catch the floor on 
the far side. If you score 16 you twist backwards and 



156-157 



reach the floor behind you, whence you came. As 
recognition that luck can play a part here, you may add 
1 point to your score for every Fortune Point you cross 
df your Character Sheet. 

If you score 14 or less you are unable to save yourself 
and should turn to 337. 

Saving yourself by catching the edge of the floor will 
necessitate dropping anything you were carrying in 
your hands. Such item(s) are lost in the trap below, and 
must be deleted from your Character Sheet. 

The pit remains open for the moment: it is as wide as 
the passage and fifteen feet long. It operated when you 
reached the middle and you now see four sections of 
floor hinged around the trap sides. There is a veritable 
forest of spikes jutting up Irom the bottom some 
twelve feet below. 

If you score 15 or 16 turn to either 179 or 159 
depending upon the direction from which you 
approached and the side on which you escaped the 
trap (159 takes you beside the door). 

156 

The Hound catches your offering in midair and 
consumes it in one gulp. 

There is no discernible effect. It seems as fit and 
furious as ever and continues its efforts to reach you. 

Turn back to the paragraph number you just noted. 
157 

You stand facing a passage which only leads five feet: 
the one you are in extends to your left and right. 



158 



Looking to your left, you see this passage passes 
another leading away to the right after thirty feet and 
continues into the darkness. 

To your right, this passage passes a small alcove in the 
right-hand wall after five feet, then a side passage to 
the right ten feet further on, before it too leads off into 
the darkness. 

If you have just emerged from the passage in front of 
you, you will know what it contains. 

Otherwise, if this is the first time you have come to 
this point, you should turn to 8 if you wish to 
investigate the passage before you. 

If you wish to go right as far as the alcove, turn to 
269. 

If you wish to go left to the next side passage leading 
to the right, turn to 321. 

158 

This colossal room, if you pace it out, proves to be 150 
feet wide, 250 feet long and, you estimate, about 100 
feet high. 

On each side, ten feet from one end, are pairs of doors 
twenty-five feet wide and thirty feet high, and between 
them, five feet from the end wall is a vast screen, 100 
feet wide and stretching from floor to ceiling. This 
screen is like nothing you have ever seen before. When 
you first enter the room it is covered by moving bands 
of various shades of blue, but after a few minutes this 
changes to red, then back to blue again with each 
colour lasting about ten minutes. 

The doors on the right, as you face the screen, are 



159 



closed, but slide open of their own accord if you 
approach within five feet of them. 

If you do this, turn to 78. 

The doors opposite appear to have become stuck in a 
partly open position. 

If you go to look through the gap, turn to 110. 

Just in front of the screen are five ten foot square 
openings in the ceiling, leading up into the darkness. 

At the far end of the room from the coloured screen are 
a mighty pair of doors extending across the width of 
the room and from floor to ceiling. 

In the centre of the room is an extraordinary edifice of 
metal. Parts seem to be rusty, and paint has peeled off 
other sections. 

If you wish to inspect more closely, turn to 249. 

159 

You stand before a closed, stout-looking wooden door 
There is a square metal handle on the left-hand side, 
and it looks as if the door opens away from you. 

If you turn the handle and open the door, make a 
note of this paragraph number, then turn to 387. 

The door is in the right-hand end of one wall of a five 
foot wide passage. To your immediate right is the 
blank end wall of the passage. 

To your left, the passage runs twenty feet from the 
corner behind you, then turns left. 

If you move to that point, instead of opening the 
door, turn to 155. 




Like nothing you have seen before. 



160-162 



160 

You free one hand from the rope to extract a coin from 
your pouch. Calculate E + 2H: you need a score of 12 
to succeed, and may use Fortune to modify your score 
if you wish. 

If you fail you will lose your grip on the rope and 
should turn to 144, adding 1 extra damage point for the 
extra distance you fall as a result. 

If you succeed, you hear the coin strike something 
below quite quickly, and calculate you have around 
fifteen to twenty feet to fall. The coin sounded as 
though it hit some metallic objects. 

Turn back to 128 to decide what to do now. 
161 

An experienced adventurer like you should be able to 
negotiate a 'chimney' like this. Calculate E + 4H-T as 
explained in the Game System. You will need a score 
of 13 to succeed, but you may use Fortune to achieve 
this if necessary. 

If you succeed, turn to 16 if ascending, or 217 if 
descending. 

If you fail, you will fall to the floor below, breaking 
the ladder irreparably as you do, and suffering 3 
points of damage. You should amend your 
Character Sheet appropriately, then turn to 217. 

162 

You turn the handle and push the door open. It is 
hinged on the right, and beyond is a five-foot-wide 
passage leading to another door twenty feet in front of 
you. 



163-164 



If you pass through the doorway the door will swing 
shut behind you. You note that the handle on this side 
matches the one on the other. 

Since the passage is quite dark, if you have no light 
source you had better come out again and turn back 
to 235. 

If you have a light, turn to 295. 

163 

You stand at one end of a twenty-foot-long passage. 

At the far end the passage ends at a wooden door, 
and if you approach the door you should turn to 103. 

If you prefer not to, you can examine the walls, floor 
and ceiling to your heart's content, but will find no 
openings, carvings, levers, buttons, sliding panels or, 
indeed, anything of any note whatsoever. 

You will eventually have to approach the door! 

164 

There is a handle on each side of the winch, which is 
well greased, and you are able to spin the drum quite 
quickly to send the bucket into the depths. 

Keeping track of the amount of rope wound off the 
drum is difficult, but you estimate well over one 
hundred feet must be involved when there is a faint 
splash, and the rope goes slack. 

There is still some twenty feet of rope on the 
winch-drum. If you wish to wind this off as well you 
will see that the rope end is securely attached, being 
actually threaded through a hole in the drum and 
knotted around it. 



165 



If you fancy a hundred foot climb down the rope 
into the darkness, turn to 228. 

Should you prefer to wind the rope ( and bucket) up 
again, turn to 356. 

If you leave everything where it is and leave this 
room, turn to 52. 

165 

You decide to examine the walls of this five-foot-wide 
passage. They are ten feet high and completely covered 
with a jumble of paintings and designs obviously 
executed over many centuries. Some are so faded as to 
be virtually indistinguishable, and in several places 
newer works have partially covered older ones. 

In the flickering light of your torch you peer closely at 
the colourful display for a considerable time, but find 
nothing to indicate a hidden opening or any form of 
concealed message. 

All this is quite a strain on your eyesight, and will have 
the effect of reducing your Expertise by 1 point for the 
remainder of the adventure. Amend your Character 
Sheet accordingly. 

The only way to avoid this is to drink a Healing Potion, 
if you have one. This will not only restore your 
normally excellent vision (and put your Expertise back 
to normal) but will also have the usual effect on any 
damage suffered. 

If you do this, your Character Sheet will naturally need 

amending again. 

Then turn to either 357 if you enter the room at the 
end of the passage, or 117 if you move to the corner. 



166-168 



166 

You search the room and quickly come to the 
conclusion that the only items of interest are those 
already described: the doors, the panels in the ceiling, 
and the two Hounds with their chains attached to rings 
set in opposite corners of the room. 

You can try turning these rings: for the one to which 
the first, larger Hound was tethered turn to 294, and 
for the other turn to 326. 

If you wish to investigate the ceiling panel which 
illuminates the room, and have a twelve-foot ladder 
available, then turn to 70. 

Even with a ladder you cannot reach the panel in 
the centre of the ceiling. 

If none of these alternatives appeal to you, turn back 
to 102. 

167 

You have come to a corner in the passage. 

Looking in one direction, you can see it leads into a 
room twenty feet away. 

If you enter the room, turn to 359. 

If you have just come Irom the room, the passage turns 
to the left where you are now, and continues into the 

darkness for as far as you can see. 

If you go in that direction, turn to 87. 

168 

You hastily close the door, without waiting to see what 
manner of creature(s) may be in the heap of straw. 

Looking in the other direction, you can see a door 



169 



twenty feet away, which may be closed, or open if you 
visited that room first. 

There is, however, no sign of the side passage which 
used to turn off to the right five feet away. You begin to 
realize what the grinding noise implied. 

If you re-open the door and enter the room beyond, 
turn to 88. 

If you go to the other door and open it for the first 
time, turn to 241. 

If you have already been through the other door, but 
wish to return, turn to 217. 

Should you have reached a stage where you can find no 
way out, you settle yourself in a comer to await 
whatever may befall. 

Turn to 300. 



169 

You have reached the first ten-foot-wide opening in the 
well-lit twenty-five foot wide passage, which is on the 
right if you are coming irom the doors at the end of the 

passage. 

This opening is ten feet wide, ten feet long and fifteen 
feet high, and acts as a doorway with a long room 
beyond. The door itself stands open. 

The room is fifty feet square, with some rather 
odd-looking furniture here and there. If you wish to 
enter to look around, turn to 174. 

You can now clearly hear voices coming from the 
next opening in the side wall of the passage, sixty 



170-172 

feet away. If you wish to move closer to listen, turn 

torn. 

170 

You elect to examine the dark panel set in the ceiling 
above the centre-point of the left-hand wall, and prop 
your ladder against the wall below it. 

Climbing until your head is just below the panel, you 
find you can make out nothing through it. Gingerly 
you run one hand over the surface, which is cool and 
smooth, rather like glass. 

There is no way you can find to move the panel. If 
you decide to break it, turn to 186. 

Otherwise you can descend to the floor and, turn 
back to the paragraph number you recently noted.. 

171 

You have reached a solid-looking door which blocks 
the passage. It appears to open towards you, hinged on 
the left, and on the right-hand side is a handle in the 
form of an iron ring held in the jaws of a jackal. 

If you turn the handle and pull the door open, turn 
to2A3. 

Looking the other way, you can see the passage 
extends twenty feet before turning a corner to the 
right. If you move to this comer, turn to 211. 

172 

You decide to fight the giant Hound, which has 
Expertise 13, Vitality 9 and does 2 points of damage. 
Conduct the combat in the normal way and, if this 
results in your death, turn to 289. 



173-175 



If you are victorious, turn to 38, and add 2 Fortune 
Points to your Character Sheet. You may also take a 
Potion if you wish, again amending your Character 
Sheet appropriately. 

173 

Swimming quietly around the twenty foot square pool 
in the darkness, you are relieved to find all is still and 
quiet. The pool is surrounded by a flat surface on all 
four sides, and you can climb out of the water wherever 
you wish. 

Assuming you have brought your tinderbox with you, 
you will be able to make enough light to find a torch on 

one of the walls and light it. 

Even if you have no fire-making equipment, if you feel 
your way around the room you will eventually find a 
tinderbox thoughtfully placed on a table. 

When you have some illumination, turn to 21. 
174 

Moving around this fifty-foot-square room, you find 
two of nearly everything: beds, chairs, couches, tables, 
cupboards, chests, etc. The odd thing is that one set is 
human sized, while the other is half-again as large. 
Looking into cupboards and chests you find the same 
with clothing, footwear, cutlery and crockery. 

It seems the quarters are shared by someone of your 
own size and a giant! 

When ready to leave, turn back to 169. 

175 

You lower yourself down the shaft and hang somewhat 



176 



awkwardly by your hands (as one of them holds a 
lighted torch). You stamp hard on the window at the 
bottom, which breaks. The glass falls free, but you do 
not hear the expected tinkle of glass shards on the floor 
below. Instead, you become aware of a low-pitched 
humming noise from the room. 

Peering down between your feet, you can see no change 
in the room, and no sign of the glass either. 

If you pull yourself back up, turn to 67, but 
remember the window is now missing. 

If you go ahead and drop into the room below as 
planned, turn to 259. 



176 

Attaching a second rope to the one you are already 
using is no mean feat, but at least you will be able to 
change hands on the rope to remove your backpack, if 
you need to reach into it. 

In order to avoid losing your grip on the rope while 
engaging in all this activity, you will need to achieve a 
score of 16. Calculate E -i- 4H: again you may use 
Fortune to increase your score, but this time the 
supporting grip of your legs on the rope will nullify the 
effect of any extra weight you may be carrying. 

If you fail to reach the necessary score, you will fall. 
You should turn to 144 to learn the effect, but will 
need to add I extra damage point as you are falling 
rather further than indicated there. 

If you succeed in attaching a second rope, turn to 
208. 



The right-hand wall bears a painted Meze 



177-179 

177 

You have come to a comer in the fifteen-foot-wide 
passage. Looking in one direction, there is enough 
daylight for you to be able to see the passage stretches 
seventy feet before turning right. The right-hand wall 
bears a frieze of paintings: those nearest you are badly 
faded, but in the light of your torch you can make out 
pictures of men, women and sailing ships. Halfway 
along on the left-hand side a twenty-foot-wide hall 
opens oft and some daylight comes in from that 
direction. 

If you go as far as that, turn to 129. 

Around the comer, the passage ends some twenty-four 
feet away at a pair of massive wooden doors, each 
seven feet wide and twenty feet high. Halfway along 
the right-hand wall is a smaller door, five feet wide and 
twelve feet high. 

If you go as far as this smaller door, turn to 235. 

178 

After this initial success, the horde of biting, stinging 
creatures are not going to quit now. 

Long before you reach the dune you will run out of 
Vitality or Fortune Points, and should turn to 289. 



179 

You come to a comer in the passage. 

In one direction you can see a second corner, ten feet 
away, where the passage turns right. If you move 
there, turn to 139. 

Looking the other way, you see a third comer, where 



The wind is carrying your scent. 



180-182 



the passage turns left after fifteen feet. If you go that 
way, turn to 155. 

180 

When you come to retrieve the ladder, you find it has 
become stuck in the surface of whatever lies in the 
room below. 

Pulling it free will take quite an effort. Calculate E + 
4H: you will need a score of 15 to succeed. Fortune 
may not be used to modify the score this time. 

If you manage to pull the ladder free, turn to 212. 

Otherwise you will have to leave it here, and turn to 
269. 

181 

You manage to turn the handle and, throwing your 
weight forward, force the door open. 

As it opens, the floor silently moves back up into place 
beneath your feet. Cautiously you try your weight on 
it, but it is as sound as before. 

Turn to 107, ignoring the first paragraph. 

182 

The day passes without incident, and the cooling air 
finally wakens you at dusk. You have a meal and 
re-settle your equipment about your person before 
setting off once again, trying to keep the constellation 
of the Wolf directly behind you, as before. 

For a while you can hear the occasional roar or howl 
from some wild creature in the direction from which 
you came, and wonder if the desert scavengers are 
disputing the Ogre's body. 



183 



Again you make quite good progress through the night, 
but become a little disturbed as you realize that the 
roaring at least is keeping pace with you. 

In the early hours of the morning you cross a long, bare 
expanse of loose pebbles and, looking back from the far 
side, see a Mountain Lion purposefully trotting after 
you. 

There is no chance of concealment, as the wind is 
carrying your scent straight to the predator. You will 
have to fight, and this time there is no way you can 
obtain the benefit of surprise. 

Turn to 310. 

183 

You join in battle with the Cheetah, which has 
Expertise 12, Vitality 9 and can do 3 points of damage 
with its claws and fangs. The fight will continue until 
one of you is dead, unless you wish to try to break off 
the combat and leave the room. 

If you do this, the Cheetah will be able to attack your 
defenceless back, and will automatically cause 3 points 
of damage. Then you will have to sacrifice 2 Fortune 
Points to successfully open the door and escape, 
otherwise the Cheetah will be able to drag you back, 
and you must continue the fight to its conclusion. 

If you manage to kill the Cheetah, turn to 355. 

If the Cheetah kills you, turn to 289. 

If you escape from the room, slamming the door 
after you, turn to 97, and do not forget to delete the 
Fortune Points and record the damage on your 
Character Sheet. 



184-185 



184 

You stand by a corner in a five-foot-wide passage, the 
walls of which have been covered with a multitude of 
pictures and decorative designs over a very long period. 

Looking in one direction you can see a plain door at 
the end of the passage twenty -five feet away. If you 
move to that door, turn to 120. 

If you make a careful examination of the wall 
decorations between the comer and the door, take a 
careful note of this paragraph number, then turn to 
296. 

If you have come from that direction, you will find 
the passage turns right here, then turns left 
twenty-five feet further on. If you carry on to the 
second comer, tum to 101. 

Should you decide to make a close examination of 
the paintings on the walls between the two comers, 
you should again take note of this paragraph 
number, but turn to 229. 

185 

Shuddering, you make your way back up the slope to 
the cover of the rocks and are soon sleeping by a small 
fire. 

In this way you pass the rest of the night comfortably 
and, by dawn, having drunk sparingly of your water 
(and taken any Potions if required) are back looking 
across the sandy depression. You can now see that, 
although the impossibly regular dune is the same 
colour as the sand, the pyramid perched on top is a dull 
black. 

From here you can see no openings in the pyramid, no 



186-187 



steps as the burned man described, and certainly 
nothing on the surface of the sand. 

You realize that you arrived at the edge of the circular 
vaUey just about due North of the centre, and the wind 
is now blowing from ahead and to your right. It, 
therefore, seems sensible to circle the valley in an 
anti-clockwise direction so that the wind will soon be 
at your back. 

Shmgging your equipment into a more comfortable 
position, you set off. 

Turn to 98. 

186 

Using a weapon, you strike forcefully upwards at the 
centre of the dark panel. This does indeed prove to be 
made of glass, which shatters and falls around you to 
the floor below. 

In the space revealed, you find a shaft leading upwards, 
widening slightly as it goes. There seems to be a larger 
space opening df it, five feet above, on the side away 
from the room. 

You feel you can probably work your way up to that 
point, with a bit of luck, and if you wish to try 
should turn to 122. 

Otherwise, you come back down the ladder and 
turn back to the paragraph number you noted 
recently. 

187 

As you turn the handle and pull the door open, there is 
a grinding noise behind you, which almost drowns the 
rustle of straw from one comer of the room beyond the 



188-189 



door. The room is dark, but in the light of your torch 
you can see it is some fifteen feet square and the 
same in height. The door is in the centre of one wall 
and there is a heap of straw in the opposite left-hand 
comer. You can see two pairs of eyes gleaming at 
you, and there is a low snarl. 

If you enter the room turn to 88. 

If you close the door without entering, turn to 168. 

188 

You recall hearing tales of these rare creatures, 
known as Entanglers. Normally they are much 
smaller and live in hollow trees or rock crevices 
where they are able to kill small animals with their 
stinging tendrils and drag the bodies into their lair 
for digestion. This one has grown to be a monster! 

As you reach the door, two tendrils bmsh against 
you, stinging severely and causing you 2 points of 
damage. 

Amend your Character Sheet and if this is 
sufficient to kill you turn to 289. 

If you survive you are able to wrench the door open 
before more tendrils can reach you. Diving through, 
you slam it shut behind you. 

Turn to TAl. 

189 

This room is thirty feet square and fifteen feet high 
and at first glance there are no exits. 

The main feature is a ten foot square pool of water 
against the centre of one wall. The pool is dark, as the 



190 



sides and bottom are formed by the normal 
five-foot-square blocks of black stone which make up 
the pyramid. 

If you stand with your back against the wall facing 
the pool, the wall on the right is lined with a row of 
hooks holding quite fresh-looking towels. If you have 
been in the pool, you can use these to dry yourself. 

The wall on the left holds several torches, only 
partly used, set in holders jutting out from the wall. 
There is a small table by the centre of the wall, and 
this holds flint, steel and tinderbox. You decide that 
the extra illumination may be a good idea, and light 
several of the torches. Although the ceiling and floor 
are made of the normal black stone blocks, the walls 
have been Uned with white tiles. 

Immediately to your left, in the comer of the room, a 
ladder is attached to the wall and leads up through a 
five-foot-square opening in the ceiUng. 

If you wish to climb the ladder, turn to 317. 

If you wish to enter the pool, turn to 93. The 
water is extremely cold, but there is no sign of 
living creatures in its depths. 

190 

Cautiously you approach the second opening and 
stop short of the comer to listen. There are two 
voices speaking: one sounds old and quavery and 
does most of the talking, while the other is very deep 
and gniff and speaks only in monosyllables. They are 
not speaking very loudly, but straining your ears you 
hear, 'Hold it steady' at one stage in the 
higher-pitched tones. 



191-192 



If you try to sneak past the opening to investigate 
the one jurther down the passage, turn to 201. 

If you go into the opening, turn to 226. 

Should you prefer to creep away without alerting the 
speakers to your presence, turn to 206. 

191 

The door opens away from you to reveal a 
fifteen-foot-square room; the door is in the centre of 
one wall. There are no signs of other doors and the 
room seems quite featureless apart fram two panels in 
the ceiling. 

One of these is two feet square, in the centre ol the 

ceiling, and glows dull red. You can feel heat radiating 
fiDm this panel, and the room itself is unpleasantly 
warm. 

The other panel is some three feet long and about two 
feet wide and is set in the ceiling above the 
centre-point of the right-hand wall. It is quite dark and 
smooth. 

Unless you have a ladder with you, there is no way for 
you to reach the ceiling panels, and even if you have 
one you will not be able to support it in order to get to 
the centre panel. 

Nonetheless, if you wish to search the room, turn to 
218. 

Otherwise you shut the door again and should turn 
backtoTAl. 



192 

This time you have set yourself a task which would 
confound a contortionist. To make a light, you have to 



193 



strike flint on steel, catch the spark in a box holding 
the tinder, then blow on it to coax forth a flame. Even 
then the flame is small, and is usually only employed 
to light a torch or candle. 

Doing all this while dangling on a rope will call for a 
score of 20! Calculate E + 4H in the usual way, and 
again you may increase your score by sacrificing 
Fortune Points if you wish. This time we will allow 
that the grip of your legs on the rope will negate the 
effect of any extra weight you may be carrying. 

If you fail to achieve the necessary score you will 
lose your grip and fall. Turn to 144, but add 2 extra 
points to the damage you will suffer, because of the 
extra distance you fall and the awkwardness of the 
attitude you are in from your exertions. 

ffyou do succeed in making a light, turn to 224. 

193 

On leaving the room, you may close the door behind 
you or leave it open, as you wish. 

Twenty feet away you can see another door opposite. 
This in turn may be open or shut, depending on your 
previous actions. 

If you have been through that door already, but 
wish to do so again, turn to 217. 

If you have not previously opened that other door, 
but wish to do so now, you move to it and should 
turn to 241. 

In any case you will notice that the side passage, which 
once turned oif to the right five feet from the door to 
the Hyenas' room, has disappeared. There is only a 



194 



blank wall there now and, try as you may, you are 
unable to find a way to move it. 

If you return to the Hyenas' room, turn to 344. 

Should you have reached a stage where you abandon 
hope of escape, you settle yourself as comfortably as 
possible and await what time may bring. 

In this case, turn to 300. 

194 

It takes the file of white-clad beings half-an-hour to 
cross the sands, and they appear to have no difficulties 
on the way. You count fifteen of them, one of whom is 
being carried on a litter by four others, while another 
leads three animals by a rope. At this distance you 
cannot identify them for certain but decide they are 
probably sheep or goats. 

Once at the dune, they appear to climb a flight of steps. 
You cannot see them, but the motions indicate they 
must be regularly spaced and fairly wide, as the litter is 
carried up sideways. At the top they all disappear from 
view, and you assume there must be an entrance. 

Watchfully, you settle down to wait and eventually, 
around noon, the party emerges again. They have been 
inside for some four hours. You again count fifteen 
figures, but this time all are walking quite normally 
and there is no sign of the animals. 

The file again crosses the sand, all mount camels and, 
with a small cloud of dust, they disappear into the 
defile. 

The long wait in the heat has cost you 1 Vitality Point 
and caused you to drink more of your precious water. 




They appear to climb a flight of steps. 



195-196 



You realize that you are now down to one full 
waterskin and, unless you can find water here, will not 
have enough for the return journey. 

You decide to cross the sand now, rather than waiting 
for nightfall when the creatures you saw come out of 
their day-time lairs. 

Turn to 210. 

195 

You stand by a rectangular hole, some three feet wide 
and five feet long, and there is just room to pass by on 
either side. 

If you prefer to move on along the passage, you have a 
choice of directions. 

Looking one way you can see this passage ends at a 
T-junction twenty-five feet from the hole, where 
other passages lead off to left and right. Turn to 372 
if you go that way. 

In the other direction, you can see another similar 
hole in the floor fifty feet away. If you move towards 
it, turn to 119. 

If you wish to examine the shaft, we shall assume you 
are standing on the foot-wide ledge to one side, with 
the similar hole fifty feet away to your left, and the 
passage leading to the T-junction on your right. 

With that in mind, turn to 211. 

196 

By the fight of your torch you can see that you are in 
the bottom of a well shaft. The shaft is only five feet 
wide, the bottom is quite level and the water comes up 



197 



to your waist. The rope dangles down from the 
darkness above, attached to a large bucket which is 
submerged beside you. 

AU is as you might expect, except that there is a 
square opening in the wall behind you, about six feet 
above the surface of the water. It looks to be a bit 
over two feet across and you feel you could squeeze 
through if you could reach it. 

You can either clamber on to the submerged bucket 
or cUmb a little way up the rope and swing yourself 
over. 

The opening is, you calculate, in the wall which 
faced away from the doorway into the room 
above. If you wish to scramble through it, turn to 
2. 

If you prefer to climb the rope all the way to the 
top of the shaft, turn to 28. 

197 

If you have the metal rod with the grooved end 
which was in a chest with the gold pieces and the 
Potion, you will be able to screw it into this hole. 

Nothing else will fit, so if you do not have the 
metal rod, turn to 184. 

After several turns, you find increasing resistance, 
but with a hefty twist of your wrist you screw the 
rod further home. There is a grinding noise and a five 
foot block of stone swings back, pivoting somehow 
on its left-hand comer to reveal a five foot square 
recess. Beyond that is a dark space and this seems to 
be the entrance to a secret room. 

If you wish to enter, turn to 365. 



198-200 



Otherwise, the space will remain open until you 
start to unscrew the rod, when the block will swing 
back into place. Turn to 184 if you do this. 

198 

The Hound eagerly catches the food in its jaws and 
gulps it down without pausing for breath. The effect is 
striking. . . within seconds its legs collapse, it rolls 
over on its back and, with only a last twitch from its 
Umbs it is dead. The green Uquid is obviously a most 
potent poison. 

You may add 2 Fortune Points to your Character 
Sheet for disposing of this opponent, then turn to 
102. 

199 

You have reached a point where three passages meet. 

If you turn to 19 you can move thirty five feet to a 
point where four passages meet. 

Moving clockwise, at right-angles to this passage, is 
another which runs for fifteen feet to a turning off on 
the right. If you move to there, turn to 391. 

In the opposite direction the passage goes twenty 
feet to a point where four passages meet. If you go 
that way, turn to 135. 

200 

Whichever of the two ankhs you try to remove, you 
will find is actually a fixture. It appears to be hinged in 
some way, and you can pull the top towards you. 

When you do this, there is a grating noise followed by a 
rumbUng within the wall, which causes some 



201 



vibration in the passage. A section of the wall close by 
seems to move a fraction of an inch, then the noise 
ends and the ankh/lever returns to its upright position. 

Turn back to 17. 

201 

You decide to try to sneak past the second ten foot 
opening in the twenty-five foot wide passage, without 
alerting those talking within. 

This is mainly a test of skill. Calculate E+4H-T and 
you will need a score of 15 to succeed. You may sacrifice 
Fortune Points to modify your score if you wish, and 
should amend your Character Sheet if you do. 

If successful, you are able to tiptoe past this opening 
and continue to the next, which is either the furthest 
fom the large doors on the right-hand side, or the 
closest on the left-hand side, depending on which way 
you are going. 

If heading towards the partly closed doors, turn to 
169, while if heading the other way you should turn 
to 238. 

As you pass the opening you will be able to look into a 
fifty foot square, well-lit room beyond an open door. 
There are a number of work benches in the room, 
various heaps of unidentifiable objects, mainly made of 
metal, and at one bench a white-haired man and a nine 
foot, hideously ugly figure are working. 

The figure looks like a Troll, and if you failed to sneak 
past it was probably because your surprise caused you 
to utter some sound. In any event, if you failed to 
achieve a score of 15, they see you. 



If you smile and walk in, turn to 226. 



An incongruous pair. 



202-203 



If you make a run for it, back towards the doors 
partly closing the passage, turn to 274. 

202 

As the ceiling is fifteen feet above the floor, you will 
only be able to examine the panels if you have 
brought a ladder from the storeroom. 

If you have no ladder turn back to 320 if one 
Hound is still alive, or 336 if both are dead. 

Even if you have a ladder, you will be unable to 
reach the red-glowing panel in the centre of the 
room. If you wish to examine one of the others, 
first make a note of this paragraph number, then 
turn to 257 if you wish to examine the brightly 
shining yellow panel. 

The dark panel can only be examined if the 
second Hound has been overcome. If it has, and 
that is the one you prefer to try, turn to 170. 

203 

You are at a comer in the passage. 

Twenty feet away in one direction is a point 
where four passages meet. If you move there, turn 
to 3. 

In the other direction you can travel thirty-five feet 
then the passage ends at a closed wooden door. 

Turn to 335 if you go to the door. 



204-205 



204 

When you try twisting the ring, which is set into the 
wall in one corner, it turns easily and with scarcely a 
sound a door opens in the centre of the wall beneath 
the ceiling panel through which you entered. 

If you leave through this door, turn to 239 but 
remember that the other Hound is still alive. 

Should you prefer to stay in this room for the 
moment, turn back to 38. 

205 

You recover consciousness after a few moments, to 
find yourself lying on the fioor of the room at the foot 
of the ladder. Delete 3 Vitality Points from your 
Character Sheet and if this kills you, turn to 289. 

Your weapon is ruined, as the point has partially 
melted. 

The panel above you is broken and there is no longer 
any light coming from it. Any other shining panels in 
the ceiling are unaffected, and you decide to leave 
them strictly alone. 

You can, however, see that the broken panel concealed 
a space of about two cubic feet volume. There is an odd 
construction of metal in the top of this small space, 
which has obviously been damaged by the force of your 
blow. You can only suppose it was a magical device 
with some permanent form of 'light' spell cast upon it, 
with another protective spell cast upon the glass cover 
which nearly ended your life. 

Turn back to the paragraph number you were asked 
to note when you climbed the ladder. 



206-208 



206 

If you are in luck, you will be able to creep away from 
the opening without alerting those talking within. 
This only calls for the sacrifice of 1 Fortune Point: if 
you delete this from your Character Sheet you will be 
able to get back to the opening nearest the partly closed 
doors without the speakers hearing you, and should 
turn to 169. 

Should you be unable (or unwilling) to sacrifice a 
Fortune Point, you will accidentally clatter your 
scabbard against the wall. The conversation ceases 
with a cry of alarm and the sound of hurried footsteps. 

If you run, turn to 242, while if you hope to brazen it 
out, turn to 226. 

207 

You stand before a stout-looking, closed wooden door. 
From the position of the hinges, you deduce that it 
opens towards you. There is a square metal handle on 
the right-hand side. If you listen carefully you will not 
hear anything. 

If you turn the handle and pull the door open, make 
a note of this paragraph number, then turn to 387. 

Looking away from the door, a passage extends 
twenty-five feet to a corner, where it turns left. If 
you move to the comer, turn to 227. 

208 

Well before reaching the middle of the second rope, 
your feet touch something below. Feeling cautiously 
around, you find you are standing on a heap of metal. 
Keeping your weight on the rope, you edge your way 



209-210 



down to firm ground, then release the rope and search 
out your materials to make a Ught. 

When you are able to survey your surroundings, turn 
to2M. 

209 

The winch and the platform suspended below it look 
capable of raising and lowering quite heavy loads, but 
naturally there is no way that you can descend on the 
platform without having one or probably two others to 
work the winch. 

The only way you can descend, therefore, is to lower 
the platform and then climb down the rope. You 
cannot climb down while carrying a torch, but could 
lower a burning torch on the platform. 

If you wish to do this, turn to 46. 

Otherwise, there is nothing else of interest in the 
room, so you leave by the passage and should turn 
to 167. 

210 

Quickly you descend the rock slope and set out across 
the sand. In half-an-hour you reach the dune, without 
incident, then move round to the South side where you 
do indeed find a wide flight of steps leading upwards. 
The curve of the dune obscures your view of the 
pjramid from here, and you start to climb. 

The composition of the dune is most odd. It appears to 

be made of sand, yet when you prod it with your sword 
it is as hard as rock. And the steps seem to have been 
carved out of it, perfectly cleanly and regularly with no 
signs of wear or erosion. 




An imposing entrance 



211 



You reach the top and there is an imposing entrance 
before you, twenty feet wide and some twenty-five feet 
high. The walls are made of five-foot cubes of some 
dull black rock, so cleanly cut that only a thin crack 
marks the spaces between them, which appear to be 
un-mortared. 

Before you enter you survey the sands below, but can 
see nothing marring the smface. If the dead Magician 
were there, it seems likely that nocturnal predators 

have disposed of the remains. 

Hoping that the white-clad ones may indeed not return 
for a while, you decide to explore within, where all is 
darkness. 

Turn to 23. 

211 

What you see down the shaft depends entirely on your 
previous actions. 

It is possible that you have already clambered up the 
shaft from the room below. If you did, you will be 
able to make out the body of a dead, feline animal, a 
heap of straw, some shards of broken glass and 
(unless you have tied a rope to it and pulled it up 
after you - be honest now) a ladder propped against 
the wall. 

Otherwise, you will be able to see that the shaft 
narrows as it descends five feet to a transparent panel, 
by which time it is three feet long and two feet wide. 

Through the panel, you will be able to see a heap of 
straw and a large, feline animal apparently fastened to 
the wall on the left by a fairly long chain. The room is 
fifteen feet square and the floor is fifteen feet below the 



212-213 



bottom of the shaft. You can see a door in the centre of 
the wall on the right. 

If you have already climbed up this shaft from the 
room below, but wish to descend again, turn to "hTl. 

If the panel is intact but you now wish to open or 
break it, turn to 35. 

If you decide to leave well alone, turn to 195. 
212 

You manoeuvre the ladder back up the shaft and into 
the passage above, then notice with horror that the 
bottom few inches have been eaten away, as if by a 
very strong acid. With a shudder, you realize what the 
effect might have been on your flesh had you dropped 
into the room below. 

Turn to 2^9 for further progress along the passage. 
213 

In the flickering light of your torch you peer closely at 
the jumble of paintings and designs covering every 
inch of the walls. Some faded older pictures have been 
wholly or partly covered by newer ones, and the effect 
becomes quite confusing in places. 

However, near the end of one wall, facing the plain 
door at the end of the passage, you iind a painting of the 
pjramid and notice that the entrance is shghtly 
recessed. When you press and twist this small section 
there is a click, and a five-foot block slides to the right 
revealing a recess with a larger opening beyond. 

After a few seconds, the block starts to slide back 
again to close the opening. If you wish to enter the 
space beyond, turn to 381. 



214-215 



Otherwise, as you are by the comer of the passage, 
you should turn to 149. 

214 

You wait in concealment for nearly an hour, and are 
beginning to think you must have imagined 
everything, when there is a rattle of loose rock on the 
other side of the cave entrance, and the massive form 
of an Ogre slides into view along the rockface. 

Ogres are excellent trackers and will not normally 
abandon a quarry once they have taken up the trail, so 
you realize you have no choice but to fight. A moment 
later your chance comes as it springs into the cave 
mouth with a loud bellow, thinking to have cornered 
you within. 

Dashing from concealment you strike a mighty blow 
from behind, for the maximum damage indicated in the 
Game System. Your opponent turns and combat will 
now proceed normally, except that you have the benefit 
of SURPRISE for the next two rounds of combat. 

Now turn to yiAfor the Ogre's details. 

215 

You open the door and see before you a large room ht, 
in some fashion, with a glowing ruby light. A deep 
humming noise fills the air. 

Once your eyes have become accustomed to the 
sfrange illumination, you see that the room is rather 
more than fifty feet wide, and that there is another 
door (closed) directly opposite. 

The other walls are about twenty-five feet to your left, 
and perhaps ten feet more than that to your right. Both 
these walls also have closed doors in the centres. 



216 



There is a small, dark, shiny panel set in the ceiling 
directly above the doorway opposite. 

At the right-hand end, some objects lie against the 
walls in the comers, but you cannot readily identify 
them from here. 

Halfway between you and the door opposite, some 
sort of device stands on the floor. It is about two feet 
high, three feet long and about the same in breadth. 
Spinning lenses reflect little flashes of Ught at you, 
and you can see a number of other moving parts. The 
humming noise seems to come from this device. 

If you wish to enter the zoom, turn to 55. 

Should you prefer otherwise, close the door and 
turn back to 343. 



216 

As the door clicks shut, the floor opens soundlessly 
beneath your feet, spUtting across the centre of the 
room. There is a similar space beneath this room, 
fifteen feet across and fifteen feet deep. You will 
plunge into this space unless you manage to retain 
your grasp on the door handle. 

This is mainly a matter of luck. If you are able 
(and prepared) to cross 4 Fortune Points from your 
Character Sheet you will be left dangling from the 
door handle and should turn to 264. 

Otherwise you will tumble into the space below, and 
suffer 2 points of damage when you hit the floor. In this 
case, amend your Vitality accordingly and turn to 376, 
unless the fall kills you, in which case turn to 289. 



217-218 



(Whether or not you manage to hang on to the handle, 
you will be able to keep hold of the torch in your other 
hand, which illuminates the snake-pit below.) 

217 

The room is fifteen feet square and fifteen feet high. 
Although walls and ceiling are constructed of the usual 
black blocks of stone, the floor is covered by several 
inches of sand. The ceiling has a number of panels set 
in it, the like of which you have never seen before 
today. There is a circular one in the centre, about three 
feet across, which glows a dull red and gives off an 
appreciable warmth. 

Smaller rectangular panels, about two feet long and 
one foot wide are set in the ceiling above the centre 
point of each wall. Three of these give out a bright 
yellow glare which you cannot look at directly for 
more than a second or two as it is like gazing at the 
midday sun. The fourth, over the wall to your left as 
you stand in the doorway, is as black as night. 

If you search the room you will find nothing of 

interest. 

If you wish to investigate the ceiling panels, you can 
only do so if you have a ladder. If you have one, turn 
to 349. 

Otherwise, you leave the room and turn to 81. 
218 

You decide to search the room. If you have a ladder, 
you can prop it against the centre of the right-hand 
wall and climb to investigate the dark ceiling panel. 

If you do this, turn to 26. 



219-220 



If you have no ladder, or prefer not to check the ceiling 
panel, you can search the walls for secret doors. 

In this case, turn to 234. 

You can see if shutting the door through which you 
entered will make any difference. 

If you try this, turn to 266. 

Should you decide, after all, to leave the room, turn 
to 247 and close the door behind you. 

219 

You have reached a T-junction and are looking down 
the centre one of the three passageways which meet 
here. 

This passage leads forty feet to a crossroads where 
three other passages join it at right-angles. 

If you proceed to that point, turn to 51. 

The passage to your left only goes five feet then ends at 
a closed wooden door. 

If you move to the door, turn to 143. 

The passage to your right only goes five feet then ends 
as passages turn df to both sides. 

If you move on to this second T-junction, turn to 
319. 

220 

The Hound catches your offering in midair and 
consumes it in one gulp. The effect is instantaneous. 
As the Hound lands after leaping to catch the food, its 
legs are already buckling, and it sinks to the floor, 
Umbs twitching for a few seconds before it lies still. 



221 



AU is not quiet below, however. The continued noise 
of barking, chain rattling and scrabbling claws 
indicates there is at least one other similar beast 
below. Since it has not so far appeared you can only 
assume it too is chained up, but in a different part of 
the area below. 

You will not now need to turn back to the paragraph 
number you recently noted. Instead, if you now 
wish to descend, turn to 108 if you have a ladder. 
Without a ladder, as previously explained, the only 
way down is to drop and hope not to take too much 
damage from the fall on to a stone floor. To try this, 
turn to 76. 

Otherwise, there is nothing you can do here. Turn to 
the last paragraph of 154. 

221 

You have reached a T-junction where three dark 
passages meet. 

If you face down the 'upright' of the T, with the other 

passages to left and right, you can see that it runs 
straight ahead of you into the darkness. 

Turn to 375 if you wish to proceed along this 
passage. 

The passage to your left seems to open into a wider 
area fifty feet away. 

You should turn to 125 if you go there. 

To your right, there is a comer where the passage turns 
left, forty-five feet away. 

Turn to 377 if you go that way. 



222-223 



222 

In order to make the return journey to Seven Wells 

in safety, you will need the calm weather to 
continue as no one can long survive the Groaning 
Desert in a sandstorm. You will also need at least 
two lull waterskins, or may end the journey much in 
the state of the burned man. 

If you have rescued prisoners to escort back, they 
will be in rather poorer health than you, and you will 
need an extra three fuU waterskins for each of them. 

If you have an old male prisoner with you, turn to 
311. 

For the purpose of this adventure, sandstorms will 
not appear if you continue to expend a Fortune 
Point each night, so if you have 3 left you will be 
able to complete the journey safely, and should 
turn to 367. 

If you do not have the necessary water and Fortune 
requirements on your Character Sheet you had 
better search for them inside, turning back to 23. 

223 

The door is hinged on the left and opens away from you 
into a warm, brightly lit, fifteen-foot square room. 

There is an immediate uproar of snarling and barking, 
and you recoil into the passage as a huge Hound hurls 
itself towards your throat. Fortunately it is jerked to a 
halt just short of its goal, and you then notice there is a 
stout chain attached to its collar. 

CareftiUy staying clear of the doorway, you examine 
what you can of the room from the outside. The 
enfrance is in the centre of one wall, and there are two 



The chain jerks it to a halt. 



224-225 



of these Hounds in the room, both on ten-foot-long 
chains. You can see that one is attached to a ring set in 
the wall in the far left-hand comer and assume that the 
one which went for you has its own chain similarly 
fastened in the near right-hand comer. 

A quick mental calculation shows that this would 
prevent the Hounds attacking each other in the centre 
of the room, while one can obviously reach anyone 
entering by the door. 

If you wish to enter the room you can fight the Hounds 
one at a time. They seem to be a cross between a 
mastiff and a wolfhound, but are as big as small ponies. 

Shouldyou decide to take this course, turn to 272. 

Otherwise, turn back to 371, bearing in mind that 
this door will now be open. 

224 

The light from your tinderbox is just sufficient to 
reveal the ground, nearly twenty feet below. It also 
reveals a heap of rusty old metal immediately below, 
but if you slide to the end of the rope and then swing 
slightly to one side you should be able to land safely. 

If you try this, turn to 256. 

Should you decide against it, turn to 128 to 
reconsider your options, but make a note of this 
paragraph number to save having to go through the 
light-producing acrobatics again. 

225 

You stand before a massive pair of doors, each twenty 
feet high. A fifteen-foot-wide passage ends at the doors 
and if you look along it, you see it turns a comer to the 



226-227 



left twenty-four feet from the doors. Roughly halfway 
there is a smaller, five-foot-wide door in the right-hand 
wall. 

If you go as far as the smaller door, turn to 347. 

Otherwise, if you push open the massive doors 
before you, turn to 116. 

226 

You find yourself facing a most odd couple. One is an 
elderly man, with white hair and keen eyes who stands 
a little behind his more menacing companion, a 
nine-foot-tall Troll, incongruously clad in human 
clothes including rough-looking trousers, leather 
jerkin and boots. The Troll holds a fearsome-looking 
weapon which is like a metal club, some three feet 
long, with a square opening in one fiared end. 

Oddly enough, their attitude depends considerably on 
the way you are dressed. 

If you are wearing the standard adventuring clothes 
you set out in, turn to 258. 

You may have discovered some clothing on your 
travels within the pyramid. If you have donned 
white robes with purple embroidery, turn to 265, 
while if you are wearing white embroidered in green 
you should turn to 270. 

227 

You have come to a comer in the passage. Looking in 
one direction you can see a closed door across the 
passage twenty feet away. 

If you move to the door, turn to 111. 



228-229 



If you have just come from that direction, the passage 
turns to your right at the comer where you stand. 

In the other direction, you can see the passage ends at a 
second closed door, twenty-five feet away. 

Should you decide to go to that door, turn to 207. 
228 

You will need both hands to climb down a hundred feet 
of rope, which precludes carrying a light. 

If you extinguish your torch, secure your equipment 
and swing down into the shaft, turn to 32A. 

If you decide against it after all, turn back to 164. 

You can, if you wish, prop your torch in an empty 
bucket, so that this room at least is illuminated. If so, 
delete the torch from your Character Sheet. 

229 

You carefully examine the designs on the walls 
between the two corners in the passage. The only item 
of note is a small hole at chest height near the left-hand 
end of one wall, facing the plain door at the end of the 
other section of passage. 

There are grooves in the hole, which is only an inch or 
so deep, and it looks as though something can be 
screwed into it. If you have already found a metal rod 
with an appropriately grooved end, you may wish to try 
screwing it into the hole now. 

If so, turn to 197. 

You find nothing else. As you are effectively by the 
corner, turn to 184. 



230-231 



230 

If you have broken the glass panel you will now find 
that there is insufficient light from the red panel to let 
you see your surroundings properly, and you will need 
to light a torch before proceeding. 

When you have done so, and amended your 
Character Sheet, turn to 166, remembering that the 

yellow panel is now broken. 

If you do not have a torch, this unfortunately signals 
the end of the adventure for you, as without 
illumination you cannot see where you are going. 

231 

You stand by a corner in the fifteen-foot-wide, 
twenty-five-foot-high passage. Looking one way, you 
can see the passage turns a comer to the left seventy 
feet away. In that direction the left-hand wall bears a 
frieze of paintings, except for the fifteen feet nearest 
you, where the wall is blank. 

There is a twenty-foot-wide passage leading from the 
centre of the wall opposite, and you can see daylight 
from somewhere not too far along it. 

If you have just come from that direction, the passage 
turns right here, and leads twenty-four-feet to a large 
pair of doors some twenty feet high. There are no 
handles visible. In the left-hand wall, roughly halfway 
to the large doors, is another smaller one, five feet wide 
and twelve feet high. This one has an 'S' shaped handle. 

If you go to the large doors, turn to 225. 

If you go to the smaller door, turn to 347. 

If you go to the point where the wide passage 



232-233 

showing daylight joins the one you are in, turn to 
129. 

232 

You start pouring water into the bowl fom your 
waterskin. At first, nothing happens. Then, when the 
water in the bowl is about three inches deep, several 
bubbles come to the surface, and the water starts to 
drain away. By now, you have half-emptied your 
waterskin. 

At the same time, a panel in the wall immediately to 
the left of the female figure swings silently open, and 
you can see a passage beyond leading away from the 
large room you are in. 

If you hurry to enter the passage, turn to 253. 

Should you decide not to waste the water in the 
bowl, but take a quick drink before it all runs away, 
turn to 333. 

If you prefer to stay in the large room, and refrain 
from drinking from the bowl, turn to 116. 



233 

The metal stairway creaks a little under your weight, 
but you can climb up or down safely. 

The interior of the metal object is quite small, as the 
walls, floor and ceiling appear to be almost ten feet 
thick. There are several unusual seats, spaced around 
the walls and in front of the windows, which are 
mounted on curved supports so that the occupants 
could either sit upright or tilt backwards until they 
were on their backs with their feet in the air. 



Parts of the room aie wrecked. 



234 



Both walls and floor are covered with large and small 
windows, some being blank but most, especially the 
small ones, having little needles pointing at various 
numbers, some of which are coloured. Below many of 
these windows are small, coloured knobs or 
indentations. 

Someone seems to have been wrecking parts of this 
room as small doors have been opened here and there 
with enough force to buckle the edges, and strips of 
coloured metal and thin metallic ropes dangle on the 
floor. 

It all seems highly magical to you, and you descend to 
the floor outside again. 

Turn to 158. 



234 

You start checking the walls for secret doors, but meet 
with no success. As you finish working your way 
around the room, you become aware of movement, 
then something touches you on each shoulder with a 
sharp stinging sensation, and you suffer 2 points of 
damage. 

Swinging round, you notice for the first time a dark 
recess above the door. Several long, thick tendrils have 
extended from this space, groping towards you, and the 
first two have already given an indication of the 
potential damage this monster can cause. 

As the route to the door is blocked by the tendrils, you 
have no choice but to fight. 

Amend your Character Sheet for the damage 
already suffered, then turn to 250. 



235-236 



If the 2 damage points were sufficient to kill you, 
turn to 289. 

235 

There is a closed, wooden door in front of you, five feet 
wide and twelve feet high. It seems to be hinged on the 
right, and to open away from you. There is a black 
metal handle shaped like a fish. If you turn the handle 
and push the door open, turn to 162. 

As you face the door, you are in a fifteen-foot-wide 
passage running to left and right. Nine feet away to 
your left is a pair of large wooden doors, to which the 
passage leads. 

If you move to those doors, turn to 147. 

To your right, the passage turns a comer to the right 
ten feet away. 

If you go to the comer, turn to 177. 

236 

You determine to drop to the floor below: lowering 
yourself as far as possible down the shaft, you let 
yourself fall the last fifteen-feet or so. 

As you land, the Hound is leaping for you and knocks 
you oS balance. You land awkwardly, take 5 points of 
damage from the fall and, before you can regain your 
feet, the Hound's jaws have inflicted a further 2 points. 
Please adjust your Character Sheet immediately by 
deducting 7 Vitality Points and, if this kills you, turn 
to 289. Even if you survive, you will find that the fall 
has reduced your normal agility. Until you are able to 
take a Healing Potion (which you cannot at present) 
your Expertise is reduced by 1 point. 



237-238 



You do now get a quick chance to look around as you 
prepare to meet the next attack. You are in a 
fifteen-foot-square room with two Hounds. Each is 
tethered by a ten-foot chain in opposite comers so that 
they cannot quite reach each other. 

Opposite the panel through which you entered is 
another which throws a bright yeUow light over the 
room, while a smaller one in the centre of the ceiling 
glows a dull red, and emits a noticeable warmth. 

There are two doors. One in the centre of the wall on 
your right is closed, and you would come within range 
of the second Hound if you tried to reach it. The other 
is in the far end of the wall on your left. This one 
stands open and neither of the Hounds can reach it. 

If you try to reach it the Hound would get a 'free ' 
attack on you, but if this is what you wish, turn to 
140. 

If you fight the Hound, turn to 172. 

237 

The Giant Scorpion falls to the sandy floor of the room 
with a final clatter of its chitinous hmbs. Add 4 
Fortune Points to your Character Sheet, for this was 
indeed a fearsome opponent. You may take any Potions 
or eat today's meal if you wish. 

Then turn to 217. 



238 

You come to the third opening in the long twenty-five- 
foot-wide passage, which is the last one, before the 
blank end wall. The opening is ten 



239-240 



feet wide and ten feet deep and at the other end is an 
open door, ten feet wide and fifteen feet high. 

Beyond the door is a well-lit square room fifty feet 
across. 

If you enter to have a look around, turn to 254. 

Otherwise there is nothing else of interest in the 
passage, and you should return to 190. 

239 

There is a comer in the five-foot-wide passage at this 
point. 

Looking in one direction you can see a fifteen-foot- 
square room, five- feet away, with two huge Hounds 
chained in it. One or both of them may be dead, 
depending on your previous actions. 

If you are coming kom the room, the passage turns 
ri^t here, and twenty feet further on turns right again. 

If you proceed to the second corner, turn to 99. 

If you enter the room, turn to 336 but ignore the first 
two paragraphs. 



240 

You have entered a fifly-foot-square room. Most of the 

ceiling appears to be fifty feet high, but there is a 
rectangular opening near the centre which leads 
upwards into the darkness, appearing to taper slightly 
as it goes. 

Occupying the centre of the room is an enormous pile 
of metal, some thirty feet across and over ten feet high 
in the centre. It seems to consist of all sorts of 



241 

differently shaped pieces, some of them very rusty, and 

none shaped for any purpose famiHar to you. 

If you have just descended from above, there may well 

be a rope dangling above one side of the heap of metal, 
though too far up for you to be able to reach it. 
A twenty-five-foot-wide passage leads away from 
the right-hand side of one wall, sloping upwards as 
it goes, and if you wish to move up the passage you 
should turn to 89. 

If you have just come down the rope, you can see that 
this wide passage runs in the same direction as the 
narrow one above, assuming that the door up there had 
been on your right-hand side. 

In the far comer, diagonally across the room from the 
passage, there is a pool of liquid set in the floor, some 
five feet across. It has rather an unpleasant smell, and 
your eyes water when you go near. Thinking to test it, 
you take a piece of metal and dip it into the pool. 
Before your eyes bubbles appear on the metal and it 
starts to dissolve: the liquid in this pool must be acid. 

241 

As you turn the handle and start to open the door, a 
puff of warm air greets you and you are surprised to 
find the area beyond is illuminated. There is a grinding 
noise from nearby, but before you can find out more, 
you are attacked. 

A Giant Scorpion scuttles through the doorway, claws 
clashing menacingly at you and sting raised 
threateningly over its back. It has Expertise 13 and 
Vitality 12 and gets two attacks to every one of yours. 




A giant scorpion scuttles through the doorway. 



242-243 

Thus you must toss the coins twice for the Scorpion 
and once for yourself, and if either of its scores are 
greater than yours it will hit you. The giant claws do 2 
points of damage. 

If BOTH its scores are greater than yours, it will hold 
you with its claws and sting you. This will cause you a 
total of 6 points of damage (2 fom each claw and 
another 2 from the sting) and you will also be 
POISONED. 

The poison will kill you before another day dawns, 
unless you have a potion to cure it or can find one after 
killing the Giant Scorpion. (The Scorpion only has 
enough poison to inject once.) 

If the Scorpion kills you, turn to 289. 

If you kill the Scorpion, turn to 2yi. 

242 

You start running, there is a shout, and looking over 
your shoulder you see an elderly, white-haired man 
emerge from the opening accompanied by (and you 
nearly trip over at the sight) a nine-foot-tall Troll 
wearing clothes, or at least trousers, jerkin and boots. 

The Troll starts after you, and you have no chance to 
outrun those long legs, bearing in mind the distance 
you have to go to find any means of leaving the area. 
Soon it is right behind you, and you feel a smashing 
blow on the head which knocks you to the floor. 
Your senses leave you, and you should turn to 286. 

243 

The door is a little stiff to open, but as you increase 



244 



your efforts you hear a grating noise quite close by. 
This ends in a heavy thud which vibrates the floor, and 
the door starts to close again. 

You can either step through the doorway or move 
backwards. In either case you will see that on the 
inward side of the door a passage leads twenty feet to a 
comer where it turns right, while on the outward side 
the passage passes a turning on the left after five feet to 
end at a T-junction fifteen feet from the door. 

If you wish to proceed to the turning on the left, turn 
to 219. 

Otherwise, if you are on the inward side of the door 
you can move to the corner where the passage turns 
right, and should turn to 227. 

244 

You have, in fact, landed on top of a Giant Amoeba. 
These monsters are completely transparent and live 
by ingesting flesh, bone, leather, wood and other 
organic materials, but not metal, stone or glass. 
Having no shape of their own, they will adapt 
themselves to conform with their surroundings. 
Although an Amoeba will avoid sunlight, which 
causes a darkening of the surface area, the only 
known way to kill them is to sprinkle acid upon 
them. This apparently poisons the juices which they 
use on their prey, and wine and vinegar can also cause 
them some discomfort or harm. 

These juices which have now stung your exposed flesh 
cause no actual points of damage if wiped off 
immediately, but act to anaesthetize the victim. You 
must therefore, sacrifice 2 Fortune Points to avoid 
losing consciousness. 



245-247 

If you do not have 2 Fortune Points, turn to 289, as 
you will know no more. 

If you have sufficient, amend your Character Sheet 
appropriately. (Your hand must be so tough and 
calloused that the astringent juices had no effect.) 

Then turn to 276 if you lost your boot, or 358 if you 
have come down a ladder to this point. 

245 

You plunge into the water, which is cold enough to 
take your breath away. It seems quite deep and, not 
surprisingly, there is no trace of any current or 
movement in the water. 

If you lit the torches around the walls of the room, 
you will he able to make out your underwater 
surroundings, and may turn to 261. 

If you did not light the torches, you will be unable to 
see anything below the surface and will eventually 
climb back out, clean but chilled. 

Turn toll. 

246 

The constellation has now disappeared from the sky, 
and the sun is about to rise, so you seek a place of 
shelter. 

Turn to 86, and ignore any further mention of a 
follower today. 

2A7 

You stand before a closed, heavy-looking wooden door 
at the end of a passage. 



248-249 



Fifteen feet away the passage comes to a crossroads. 
If you move to that point, turn to 19. 

There is a handle on the door, shaped like a hooded 
snake. If you turn it and push the door open, turn to 
191. 

248 

Though not particularly tough opponents to an 
adventurer such as yourself, these Hyenas were 
infected with rabies, and a bite would have caused 
problems. 

You may add 2 Fortune Points to your Character 
Sheet and, congratulating yourself on your skill, 
turn to 344. 

249 

The metal construction seems to be quite ancient, in a 
poor state of repair and its purpose is beyond you. 

Overall it measures a little more than one hundred feet 
in length, seventy feet in width and fifty feet in height, 
but the lower twenty feet consists only of two mighty 
supports, flat for most of their length but curved 
upwards at the end away from the screen. They 
somewhat resemble, though on a much greater scale, 
the strips of wood which the Northern Barbarians use 
to slide over the snows, and you wonder if these are 
designed for movement over sand. If so, you cannot 
imagine how many horses or oxen would be needed to 
pull it. 

The main body is thirty feet deep, has a number of 
windows at the end away fi-om the screen and two large 
cylinders protruding irom the other end. 



250 



Some sort of metal stairway extends from the 
ground up to a door in the side. If you wish to climb 
it and look inside, turn to 233. 

Otherwise, turn back to 158. 



250 

You now recall hearing tales of these rare monsters, 
known as Entanglers. Usually much smaller, they 
occasionally inhabit small caves or hollow trees, and I 
live olF small creatures like rabbits and squirrels. The 
tendrils seldom exceed six feet in length, but this one 
is over twice the usual size and obviously feels 
competent to take on larger prey. 

It has Expertise 1 1 and Vitality 10: for each tendril you 
sever it will suffer 1 point of damage and as there are 
ten tendrils it will die when all have been hit with an 
edged weapon. 

Combat resolution is therefore somewhat different 
this time. Two tendrils have already reached you a 
third does so now and one more will come into play in 
every succeeding round of combat until all are in use 
against you. You should therefore keep a careful record 
throughout this combat. 

hi each round, calculate E + 4H for yourself and each 
tendril involved. You can only hit one tendril in each 
round; any hit will sever a tendril and you will hit if 
your score exceeds all or any of the scores for the 
tendrils. 

However, for every one which exceeds your score, you 
will suffer 1 point of damage. 

If you manage to sever all the tendrils, turn to 346. 



251-253 



If the cumulative damage kills you, turn to 289. 
251 

You have come to a comer where two dark passages 
meet at right-angles. 

ff you consider one as pointing towards twelve o'clock, 
you will just be able to see that, fifty feet away in that 
direction three other passages meet it to form a 
crossroads. 

Taking the other one as pointing towards three o'clock, 
a side passage comes in fom the left after forty feet in 
that direction. 

If you proceed to the crossroads, turn to 3. 

If you head for the side passage, turn to 323. 

252 

Beyond the door is a five-foot passage, which turns 
right at a comer only five feet away. 

Looking round the comer you see that the passage ends 
at another door, again only five feet away. The door 
appears to be made of stone, with an iron, ring-shaped 
handle on the right-hand side. 

If you wish to go to the door and try the handle, turn 
to 58. 

There is nothing else of interest in the passage, so 
your only alternative is to return to the Hounds' 
room, turning to 38. 



253 

You are in a five-foot-wide passage, ten feet high, with 
walls covered fix)m floor to ceiling in paintings and 



254 



designs. At one end, the passage ends at a plain stone 
door with a handle, while twenty-five feet away it 
turns a corner to the left. 

The paintings show human beings and monsters, 
usually in desert settings with the pyramid in the 
background, but in a few the pyramid is absent, and in 
some there are seascapes and ancient sailing vessels 
featured. Some seem quite fresh, while others must be 
centuries old and are so faded as to be almost 
indistinguishable. A few of the older ones are partially 
obliterated by newer ones. Here and there are 
geometrical or floral designs, usually as borders to the 
paintings. 

If you open the door, turn to 13. 

If you move to the comer, turn to 149. 

Should you study the paintings closely, in an 
attempt to find concealed panels, messages or 
cryptic clues, make a note of this paragraph number, 
then turn to 296. 

254 

You have entered a fifty-foot-square room which is 
illuminated by a number of brightly shining yellow 
panels in the ceiling, thirty feet above. The door is ten 
feet wide and fifteen feet high and stands open. 

The contents of the room are in some disorder. 
Cupboards and shelves stand all around the walls, with 
some of the shelving reaching up to twenty feet from 
the floor. Chests and cases are strewn around, most of 
them standing open with their lids looking the worse 
for wear. Some have writing upon them, but you can 
only understand a few of the words such as 'Missile', 



You can only understand a few of the words. 



255-256 



'Lighting', 'Danger', 'Detection', and 'Gravity'. Most 
seem to have a connection with various powerful 
spells, reinforcing your opinion that this must be the 
territory of a truly mighty Magician. 

You decide it is best to leave well alone, and retreat to 
the doorway. As you do, you notice several metal 
ladders stacked against one wall. 

Closer inspection reveals that there are five ten-foot 
sections, and they are ingeniously designed to fit 
together to make one ladder up to fifty feet long. The 
metal is quite untarnished, and amazingly light. 

When ready to leave, turn back to 238. 

255 

There is a crossroads at this point; passages come in 
Irom four different directions. 

Going clockwise, one leads forty feet and ends 
where passages come in from both sides. If you take 
this passage, turn to 51. 

The next one goes only five feet before turning a 
corner to the left. If you move to that corner, turn to 
139. 

The third passage stretches forty feet to a point 
where another passage comes in from the left. If you 
go as far as that corner, turn to 291. 

The last one only leads five feet and turns a comer 
to the right. If you go there, turn to 15. 

256 

Calculate E + 4H-T: this time there are no Fortune 
modifiers allowed. From the resulting score deduct 1 



257 

point for every bag of gold or golden ornament you 
carry. 

If the final score is 12 or more you land safely. 
Otherwise you suffer 1 point of damage for every 
point below 12. 

Should this cause your death, turn to 289. 

Otherwise, turn to 240 to survey your new 
surroundings. 



257 

You prop the ladder against the wall just below a 
brightly shining yellow panel. Gazing at it for even a 
second causes you to look hastily away, half-blinded, 
so you carefully avert your eyes as you climb. 

With your head just below the panel, you feel 
carefully around with your hands. The panel is 
smooth and comfortably warm, like a window in the 
full light of the sun. You cannot find any catches or 
fastenings around the edge, so it seems there is no 
way to find what is beyond the panel without 
smashing it. 

If you draw a weapon and smite the panel with it, 
turn to 397. 

If you decide to move the ladder to the side first, 
in case whatever is above the panel falls on you 
when you smash it, turn to 285. 

Should you decide against further investigation of 

the bright yellow panel, turn back to the 
paragraph number you recently noted. 



258-259 



258 

Your appearance is obviously unwelcome. The man 
steps back, muttering something to the Troll, from 
which you catch the words 'screen' and 'blue'. The 
Troll starts towards you, hefting the metal club with 
obviously hostile intent. 

You really only have two alternatives: you can fight 
the Troll here, or try to flee. 

Neither is an attractive proposition. You are aware of 
no way out of this area which does not involve a long 
climb up a rope, and you will be doing well to keep 
ahead of the longer legs of the Troll long enough to 
reach it. The chances of climbing out of reach before it 
can catch you seem non-existent. 

The Troll has Expertise 15, Vitality 14 and does 3 
points of damage with its weapon, but in every round 
of combat it gets 1 Vitality Point back, due to its ability 
to regenerate. You would therefore need to reduce it to 
below zero Vitality to stop it fighting, and then sever 
the limbs from the body and destroy the remains in 
some way to prevent its eventual full revival. 

If you attempt to flee, turn to 274. 

If you stand and fight, turn to 281. 

259 

You let go, and drop into the red glow of the room 
below. To your surprise the red glow immediately 
disappears and, instead of landing in a large room, you 
find yourself at one end of a dark passage, with broken 
glass crunching underfoot. 

Fortunately, you have taken no damage, and you 
should turn to 163. 



260-261 



260 

There is, of course, no way to slow your descent. 
With both feet in the bucket you stand erect, holding 
on to the rope with one hand and your torch in the 
other. Your speed soon threatens to blow this out 
and after the first few feet you are no longer 
descending through the familiar black stone blocks of 
the pyramid. The walls of the shaft are a sandy blur, 
and you lose all idea of distance. 

With a quite literally bone-smashing impact you 
reach the bottom of the shaft, and know no more. 

Turn to 289. 

261 

The lighted torches around the white-painted walls 
provide a fair amount of illumination below the 
surface of the pool. Drawing a deep breath, you 
plunge towards the bottom. 

The pool proves to be twenty feet deep, and there is 
a five-foot-square passage leading out of the pool five 
feet above the bottom. 

If you are in the corner of the pool nearest to the 
right- hand one of the two passages which lead away 
from this room, the underwater passage leads away 
at right-angles to it, ten feet below. 

Naturally enough, you will not have carried 
everything into the pool with you, or you would 
have sunk straight to the bottom. You may have one 
weapon on your belt, and your pack with a few light 
items in it. The rest should be noted on your 
Character Sheet as having been left in the 
white-painted pool room. 



262-263 

Should you wish to investigate the underwater 
passage, turn to 29. 

Otherwise you may leave the pool and dry yourself, 
turning to 21. 

262 

You are in a five-foot-wide passage, ten feet high, with 
profusely decorated walls. Paintings of humans, 
animals, monsters, desert scenery, seascapes, intricate 
flower design and geometrical figures cover virtually 
every inch, with newer works often covering older 
faded ones. You are no expert, but would estimate that 
the earliest must be many hundred years old. 

At one end of the passage is a plain stone door, with a 
handle. 

Twenty-five feet from this, the passage turns a corner 
to the right. 

If you turn the handle and open the door, turn to 
120. 

If you move to the corner, turn to 184. 

If you spend some considerable time examining the 
designs in the flickering light of your torch, turn to 
296, but first take a note of this paragraph number. 

263 

Only five feet from the last corner, the passage ends at 
a stout wooden door. There is a large, round, red 
doorknob which seems to be made of some sort of 
glass. 



If you turn this and push the door open, turn to 305. 



264-266 



Should you walk away from the door, back to the 
corner where the passage turns left, turn to 275. 

264 

By a sacrifice of Fortune Points you are able to retain 
your grasp on the door handle. Looking down you are 

horrified to see a considerable number of snakes 
writhing on the floor fifteen feet below. 

Opening the door should not be beyond you. You can 
make out the edge, and the obvious tactic is to brace 
your feet below and to one side of the handle, then turn 
it and try to throw your weight forward to force the 
door open. 

This will need both hands though, so you would have 
to drop your torch to attempt it. 

If you try, turn to 37. 

Otherwise, you will have to hang there until you get 
tired and drop into the space below. Turn to 376. 

265 

At some time since discovering the white robes with 
the purple embroidery, you apparently decided to put 
them on. This may or may not have been a good idea: it 

all depends on your sex! 

If you are male, turn to 297, and if you are female, 
turn to 258. 

266 

You close the door, while staying within the room, and 
look around to see if this affects anything. 

At first nothing happens, then you sense movement 
above you and, looking up, see two thick tendrils 



267 



reaching for you from a recess above the door which 
you have previously failed to notice in the dark. Before 
you can move, the tendrils touch you, and each 
delivers a sting which causes you 1 point of damage. 

More tendrils are emerging from the recess and you 
realize you will have to fight if you are to remain in 
the room. Deduct 2 Vitality Points from your 
Character Sheet and, if you are staying to fight, turn 
to 250. 

If the 2 points of damage are sufficient to kill you, 
turn to 289. 

If you prefer to flee, you will be able to re-open the 
door and escape without further damage. Hastily 
you close the door from the other side and turn to 
2A7. 

267 

You have come to a closed wooden door only five feet 
along a passage. The door has a handle on the left, in 
the shape of a ring held in the jaws of a crocodile. 

If you turn the handle to try to open the door, turn to 
187. 

Five feet in the other direction is a T-junction. The 
passage you are in continues past it to another, 
similar-looking door, while another passage turns off 
to the right. 

If you move to this junction, turn to 17. 

All is quiet, as you stand by the door, but if you 
wish to press your ear against it to see if you can 
hear anything on the other side, turn to 24. 



More tendrils are emerging fixm the recess. 



268-269 



268 

The room proves to be fifteen feet square. The panel 
through which you dropped is set in the ceiling above 
the centre point of one wall, and there is another panel, 
rather smaller, in the centre of the ceiling. This glows a 
dull red, and you can feel a considerable warmth 
radiating from it. 

You can only see one door, and that is in the centre of 
the wall on your left. However, your attention 
concentrates more on a number of rope-like tendrils 
which have emerged from a recess above the door and 
are wavering towards you. 

As there is no way to reach the opening above, you will 
either have to stand and fight, or make a run for the 
door beneath the recess, hoping both to avoid the 
tendrils and that the door is not fastened. 

To fight, turn to 250, and to run, turn to 188. 
269 

The alcove is five feet wide, ten feet high and a little 
over two feet deep. However, there is no floor, merely a 
shaft leading down and narrowing as it goes. Five feet 
below floor level it opens out and there is obviously a 
room down there. There is a glass panel at the bottom 
of the shaft, which you imagine must be set in the 
ceiling of the room below. 

All is quiet and still down in the room. 

If you wish, you can lower yourself down the shaft, 
break the panel and drop into the room. Should you 
take this course, turn to 378. {You cannot find 
anywhere suitable to attach a rope, even if you have 
one.) 



270-272 



Otherwise, you stay in the passage above. If you 
move on to the comer, ten feet away where a 
passage turns off to the right, turn to 393. 

If you go the other way there is a short passage 
leading from the other side of the passage only five 
feet away. Turn to 157. 

270 

At some time since discovering the white robes with 
the green embroidery, you apparently decided to put 
them on. This may or not have been a good idea: it all 
depends on your sex! 

If you are male, turn to 258, and if you are female, 
turn to 297. 

271 

As you step into the room, the door starts to swing 
shut. You turn quickly to make sure your way out is 
not threatened, and have just time to note (with relief) 
that there are similar handles on both sides, when the 
Cheetah springs on you. 

Somewhat to your dismay, its chain proves to be over 
thirty feet long, so it can readily reach any part of the 
room. 

Should you try to stop the door shutting and escape 
from the room, turn to 75. 

If you turn to fight the Cheetah, turn to 183. 
272 

Weapon at the ready, you step into the doorway to fight 
the first of the chained Hounds. In fact, the chain gives 
you a slight advantage, you Soon find, and after the first 



273-275 



round of combat you may add 1 to your Expertise 
score while fighting these opponents. 

The first Hound has Expertise 12, Vitality 8 and 
does 2 points of damage. If you emerge the victor, 
turn to 288. 

If you find the fight going against you, you will be 
able to withdraw as your opponent is chained. In 
this case turn to 371, but remember that the door 
will still be open. 

Should the Hound kill you, turn to 289. 
273 

As you walk down the long passage towards the 
door, you suddenly detect a difference in the sound 
of your footsteps. It seems there may be an empty 
space below the floor on which you walk. 

If you carry on to the door, turn to 307. 

If you turn back, you should either turn to: 303, if 
you had just left the corner forty feet from the 
door. 

Or 87 if you had been walking along a long, 
straight passage. 

274 

You turn to flee, but the long legs of the Troll soon 
allow it to catch up, and you feel a smashing blow to 
the back of the head which crumples you to the 
floor. 

Turn to 286. 

275 

You stand at a right-angled corner in the passage. 



276-277 

To your left, the passage ends at a door only five feet 
away. If you wish to examine the door, turn to 263. 

To your right, the passage only goes five feet before 
turning a corner to the right. If you decide to move 
on to this second comer, turn to 363. 

276 

Having managed to survive the effect of the juices on 
your hand, you are now bent double in the 
three-foot-high space, balanced on one foot with a 
torch in one hand and a boot in the other. At least the 
shaft is right beside you if you can manage to escape up 
it. 

You have no firm footing to help you work your way 
up, and even pulling your boot back on could cause you 
to lose your balance. Somehow you doubt if you could 
survive a full-length sprawl on the Amoeba. 

If you try to get your boot back on first, turn to 308. 

If you prefer to try climbing as you are, turn to 340. 

277 

The door opens easily, revealing a square room with 
walls fifteen feet long extending ahead and to your 
right. It seems to be used as a store and contains several 
brooms, some empty buckets, two large barrels full of 
water, half-a-dozen empty waterskins, a twelve-foot 
ladder, two fifty-foot coils of rope, a bundle of torches 
and, in the far corner, a heap of clean sand. 

You cannot move the water barrels, but can manage to 
carry any two of these items with you, as well as the 
equipment already in your possession, unless you fill a 
bucket with sand or water, in which case you can only 
take that one (they are large buckets!). 



278-279 



You decide to leave all but one of your own waterskins 
here, as you cannot imagine you are likely to need 
more here, and can collect them on the way out. 
Amend your Character Sheet for this, and any items 
you take along. 

The door will swing shut behind you, but is readily 
opened again. If you return to this room later, the items 
you remove will not have been replaced. 

When you leave the room, turn to 151. 

278 

Following your successful combat you carry on in the 
same direction until the stars fade from the 
brightening sky, and the sun rises with the desert's 
dramatic suddenness. Looking around you spot a large 
rocky crag with a number of openings, and are soon 
removing your equipment in the welcome coolness of 
a deep cave. 

You settle down for a day's rest, ana should turn to 
182. 

279 

The door opens to reveal a large room lit by a warm red 
glow. The air is fiUed by a deep humming noise. At the 
far end, over sixty feet away, you can see another door, 
centrally placed, directly opposite where you stand. Li 
the comers of the room are various items, too far away 
to identify for the moment. The room is not quite 
square, being a little over fifty feet wide, and there is 
one more door in each of the left- and right-hand walls 
placed a little nearer your end than the centre. 

There is a dark, shiny panel set in the ceiling directly 
above the door in the left-hand wall. 



A device stands on the floor. 



280 



A little over twenty-five feet in fi"ont of you, at the 
halfway point between the left- and right-hand doors, 
some form of device stands on the floor, and the 
humming noise appears to come from it. You can see a 
number of small wheels turning and what seem to be 
spinning lenses occasionally produce small flashes of 
Ught. The whole thing is about two feet high and three 
feet wide. 

If you enter the room to investigate further, turn to 
55. 

If you prefer not to go in, you must close the door 
and turn back to 63. 

280 

There are four five-foot-wide steps, each one foot 
high, leading up to the dais on which stands the 
statue of the bird-headed man. This dais itself stands 
two feet higher than the top step, which you are now 
on, and extends five feet out from the wall: it is ten 
feet wide. 

You are level with the bas-relief of the man proffering 
the bowl, and can now see that there is a small hole 
leading from the bowl diagonally downwards into the 
wall. It looks intended to drain any liquid which might 
be poured into the bowl. 

If you pour some water into the bowl to test this 
theory, turn to 136. 

If you return to the floor of the large room, turn to 
116. 

If you clamber on to the dais to examine the statue, 
turn to 56. 



281-282 



281 

Conduct the combat in the normal way. The Troll's 
details are given in 258 and you should remember, if 
you manage to hit it, to add back 1 Vitality Point to its 
score in every successive round until it reaches its 
original total. 

If you succeed in reducing it to below zero Vitality, 
you can quickly sever the limbs and head, kicking 
the pieces apart, and will be safe for the moment. 
Add 5 Fortune Points to your Character Sheet and 
turn to 290. 

If the Troll reduces you to below 4 Vitality Points, 
turn to 306, unless this actually takes you to zero 
Vitality in which case turn to 289. 

282 

In normal circumstances, working your way up the 
shaft would not be overly difficult. You could stand on 
the top rung of the ladder, wedge your elbows and 
shoulders in the shaft and, providing you could get one 
knee up the rest would be relatively easy. 

Doing it under attack from stinging, rope-Uke tendrils 
is another matter. Calculate E-i4H and, if you manage 
a score of 16, you will succeed in gaining the opening 
above. You may NOT use Fortune to modify your coin 
score in this instance. If successfiil, you will still have 
suffered several stinging blows in the process, and have 
taken 7 more points of damage. 

Amend your Character Sheet accordingly and, if 
this damage was sufficient to kill you, turn to 289. 

If still alive, having reached the opening at the top of 
the shaft, turn to 146 (first paragraph only). 



283-284 



Should you fail to achieve a score of 16, you will fall to 
the floor below, demolishing the ladder on the way. 
You will have taken 3 points of damage from the 
tendrils while trying to climb the shaft, and 3 more 
points of damage from the fall itself. 

Amend your Character Sheet, turning to 289 if this 
brings about your death, or 250 if you survive. 

283 

You will eventually realize there is no way out of your 
predicament. If you enter the red-light area you will be 
transported to the end of the twenty-foot passage, and 
that only leads back to where you are now. 

The beings using the pyramid appear to have provided 
the means for you to stay here in reasonable comfort, 
so you may as well make the best of it. 

Unfortunately, when they do come this character's 
adventuring days will be over, so perhaps you would 
Uke to try again with a new character. Ciood luck! 



284 

The second Hound is slightly smaller than the first, 
having Expertise 12 and Vitality 8. It still does 2 points 
of damage, however. 

If you wish to fight it, conduct the combat in the 
normal way and, should it manage to kill you, turn 
to 289. 

Should you prefer to try one of your Potions on it, you 
will have to pour the entire contents of a bottle on to 
some of your food (perhaps half a loaf or a small cake) 
and throw it to the Hound. If you try this, take a note of 



285 

this paragraph number then, to determine the effect, 
turn to: 

124 if you use the blue liquid 

156 if you use the orange liquid 

198 if you use the green liquid 

Should you manage to kill the second Hound, add 2 
Fortune Points and 1 Point of Expertise to your 
Character Sheet, then turn to 102. 



285 

You decide to move the ladder a little to one side, in 
case whatever is causing the bright light should fall 
through the panel when you break it. 

Carefully you prop it against the wall some two feet to 
the side, then climb the ladder with your gaze averted. 
Steadying yourself at the top, you draw a weapon and 
lunge powerfully upwards at the centre of the panel. 
There is a crash, and shards of glass start falling, but 
before any of them reach the floor you feel a numbing 
blow to the hand holding the weapon, as though a 
Giant had stamped upon it. Simultaneously your heart 
leaps in your chest, and you feel yourself falling from 
the ladder as your senses desert you. 

You will need to be very lucky to survive this 
shocking experience. If you have enough Fortune 
Points, you may delete 8 of them from your 
Character Sheet and turn to 205. 

If you do not have enough, you will have to turn to 
289. 



286-287 



286 

The blow from the Troll stunned you and the next 
thing you know you are lying in front of the giant 
screen, which is covered with moving bands of red at 
the moment. Q£ you have not seen the screen before, 
make a note of this paragraph number, read 158 for a 
description of the room you are now in, then turn back 
here.) 

You fmd you are unable to move, being tied hand and 
foot to a long, stout length of metal. 

Suddenly the screen changes to blue, you hear the 
white-haired man shout, 'Now, now!' and the Troll 
picks up the length of metal and propels you through 
the screen. 

For an instant you are able to look around a rather 
similar room, excql that there is no sign of the metal 
shape that occupies the one you left so precipitately. 
Indeed this room seems empty and deserted, lit only by 
the Ught of the screen which here, oddly enough, is red. 

Then you take a breath, and immediately your lungs 
feel as if they are on fire, your heart pounds, and in a 
few seconds you lose consciousness. 

Turn to 289. 

287 

You stand before a closed wooden door at the end of a 
five-foot-wide passage. There is a handle on the 
right-hand side in the shape of a ring of metal set in a 
small metal representation of a skull. 

If you turn the handle, turn to 1A\. 

Looking away from the door, you see the passage 



288-290 



ends at another door twenty feet away. There is a 
turning to the left, ten feet away, and if you proceed 
to that point, turn to 17. 

If you press your ear to the door and listen for a 
while, before turning the handle, turn to 373. 

288 

The first of the Hounds lies dead: the second strains to 
get at you, standing on its hindlegs with its chain 
stretched taut. You may add 2 Fortune Points to your 
Character Sheet for this success, and pause to take any 
Potions if you wish. 

You can now investigate those parts of the room 
which the second Hound cannot reach, and should 
turn to 320. 

289 

Sad to say, death has claimed you in one fashion or 
another, and one can only hope you did not suffer 
unduly. Fortunately, you can always adopt the guise of 
another adventurer, start again, and hopefully have 
better luck next time. 

After all, you have some knowledge of what to look out 
for! 

290 

It will take the pieces of the Troll a little while to 
regenerate or re-combine, whichever they try, and in 
the meantime you turn to deal with the old man, who 
is attempting to sidle away. 

He is not very fast on his feet and appears to have no 
weapons. You are quickly able to secure him and then 
turn your attention to the problem of Troll disposal. 



291 



The only way to be sure it cannot regenerate is to 
destroy all the pieces, either with lire or acid. You 
have seen no sign of fire or the materials for making 
such down here and, when you ask your now 
subdued captive how he cooks, he shows you two 
metal panels set in a workbench which glow red-hot 
when he turns a little knob. 

This is yet another marvel to you, but not much help 
in your present need. You ask about acid, and the old 
man denies knowledge of such in the area. 
Something tells you he is lying and you feel a search 
of the area may be worthwhile. (Of course, you may 
have already found some acid, in which case you will 
know where to go.) 

Turn to 313 as the disposal of the Troll pieces 
must be your immediate concern, and you and the 
old man will have to cart them along with you. 



291 

You have reached a point where a side passage comes 
in to join a long, straight passage to form a 
T-junction. 

Looking down the side passage you can see that it 
ends only fifteen feet away at a blank wall. However, 
there seems to be a wooden door occupying the last 
five feet of the left-hand wall. If you go to investigate 
the door, turn to 151. 

As you stand facing the side passage, the one you are 
in extends to the left and right. Looking to the right 
you can see a heavy wooden door across the passage 
only fifteen-feet away. 



292-293 



If you move to this door and push it open, turn to 
399. 

In the other direction, the passage runs for forty feet 
to a crossroads. If you travel to that point, turn to 
255. 



292 

Stretching out your hands, you are able to feel the 
walls of the shaft around you, and judge that they are 
still five feet apart. You stand still, and try to feel for a 
current in the water. You can detect nothing though, 
and all is silent. 

This all strikes you as distinctly odd. The dune 
appeared to be well over 100 feet high, and even 
allowing for the fact that the sand had somehow been 
compacted as hard as a rock, you cannot understand 
how a well could hold water at what must be several 
feet above ground level, without apparently being fed 
in any way by stream, seepage or condensation. 

If you climb back up the rope, turn to 28. 

If you decide to light a torch after all, turn to 196. 

293 

As you turn the key, the hasp springs open and you feel 
a shock as if you had suddenly been showered with 
ice-cold water. 

A powerful spell had been cast upon the chest to 
prevent interference. In order to avoid the effect you 
will have to sacrifice 5 Fortune Points. 

If you have sufficient points available, delete them 
from your Character Sheet and turn to 85. 



294-295 



Should you either not have sufficient Fortune 
Points to avoid the spell effects, or alternatively 
prefer to allow the spell to do its worst, turn to 
400. 

294 

When you try twisting the ring to which the larger 
Hound was chained, it turns soundlessly and proves 
to have been well oiled. 

It also proves to be the device which opens a secret 
door set in the wall below the ceiUng panel through 
which you entered. Beyond the door is a passage 
which only leads five feet before turning a comer to 
the right. 

If you enter the passage and move to the corner, 
turn to 239 but bear in mind that both Hounds 
will be dead if you come this way again. 

Otherwise you should turn to 166. 

295 

You are in a five-foot-wide, twenty-foot-long passage 
with a door at each end. 

One door is hinged on the left, appears to open 
towards you, and has a black metal handle shaped 
like a fish. 

If you wish to open this door, turn to 20. 

The other door is hinged on the right, has a white 
painted doorknob, and appears to open away fom 
you. 

If you wish to open it, turn to 52. 
The passage has no other features of interest. 




You turn the key. 



296-297 



296 

You carefully examine both walls of the passage as far 
as the comer, tracing the designs and trying to read any 
message which may be concealed therein. Unfortu- 
nately you meet with no success. 

Even more unfortunately, peering at intricate designs 
in a poor light has an adverse affect on your eyesight, 
which will take several days to recover, unless you 
drink a complete Healing Potion immediately. 

If you have one to spare, and drink it, this will also 
have the usual effect on any damage points you may 
have suffered (see Introduction) as well as curing your 
vision. Otherwise, your Expertise is reduced by 1 point 
for the remainder of this adventure. 

Amend your Character Sheet accordingly, then turn 
back to the paragraph number you just noted. 

297 

You find yourself somewhat incongruously dressed for 
adventuring, in white robes facing a white-haired old 
man and a nine-foot-tall Troll, itself outlandishly 

garbed in leather jerkin, trousers and boots. 

The three of you stare at each other, and you cannot 
help but smile at the tableau you must present. As if 

reassured, the old man greets you and ask if you are 
here for initiation, saying he hadn't realized any new 
'Keepers of the Temple' had been appointed. 

You are a little dubious at the term 'initiation', but it 
seems best to agree. 

He obviously expects nothing else and, telling the 
Troll to prepare some food, says he will take you on 



298-299 



The Tour'. It emerges that all the initiation involves is 
a conducted tour around the area while the old man 
explains what is going on. 

Turn to 354. 

298 

Steadying yourself against the wall, you lunge upwards 
with your weapon at the centre of the dark panel. It 
does indeed prove to have been made of glass, which 
shatters and falls to the floor around you, fortunately 
without causing any damage. 

There is a shaft leading upwards, widening slightly as 
it goes, and about five feet above the ceiling you can 
see a dark space on the side away from the room. You 
feel you could work your way up the shaft to reach 
this, but as you consider the possibility you sense some 
movement behind you, and receive a stinging blow on 
each shoulder. 

You suffer 2 points of damage and look anxiously (and 
rather unsteadily) round to see what caused it. 

Reduce the Vitality Score on your Character Sheet 
appropriately, then turn to 314, unless the 2 damage 
points were sufficient to kill you, in which case turn 

torn. 



299 

There is a comer in the passage at this point, and 
looking in one direction you will see the passage mns 
straight as far as you can see into the darkness. 

If you move that way, turn to 7. 

ff you have just come from that direction, the passage 



300-301 



turns left here, and again stretches straight as far as you 
can see into the darkness. 

Turn to 43 if you take this direction. 

300 

Unft)rtunately for you, the white-clad desert people 
have taken precautions against the pyramid being 
entered in their absence. 

When they return again in a few days, they will 
discover that the trap has been sprung, and have ways 
to observe you in your predicament. So although you 
may still be aUve, assuming your food and water hold 
out, they will see no point in giving you the 
satisfaction of a last fight to take some of them with 
you. They have certain uses for strangers who fall into 
their hands aUve, and will wait until you are too weak 
to resist before securing you. 

/ regret the adventure is over for this character, so 
turn to 289. 

301 

You have arrived at a comer in the passage. Looking in 
one direction, the passage travels as far as you can see 
into the darkness. 

If you wish to go that way, turn to 372. 

If you have just come fom that direction, the passage 
turns right at this comer, and ends some seven or eight 
feet away. However, only the first five feet of the 
passage has a floor; the last stretch is merely the top of 
a shaft leading downwards. 

Turn to 12, should you wish to have a look down the 
shaft. 



302-303 



302 

When the old man's palm is pressed to the metal plate 
there is a loud click and the massive metal doors sUde 
open, retreating into slots in the walls. 

Beyond is a twenty-five foot wide, thirty-feet-high 
passage which is in darkness at the moment. When fee 
glass panel on the other side of the door is pressed, 
however, a row of panels set along the centre of the 
ceiling cast a bright yellow light illimiinating the 
length, which looks about 200 feet. 

Evenly spaced along the left-hand wall are seven doors, 
each ten feet wide and fifteen feet high. You can see 
there are similar metal plates set in the wall on the 
left-hand side of each door. 

If you enter this passage with the old man, the main 
doors at the end will remain open, and he tells you they 
will stay open until he presses the plate again. 

Turn to 366 if you wish to discover what lies beyond 
the various doors. 

If you do not wish to enter this passage, the old man 
palms the panel again, the doors close, and you 
should turn to 62. 

303 

You have come to a comer in the passage. 

Looking in one direction, you can see a corner 
thirty -five feet away where the passage turns left. If 
you go to that corner, turn to 39. 

If you have just come from that direction, the 
passage turns right where you are, and runs as far as 
you can see into the darkness. You can make out a 



304-305 



door in the right-hand wall forty feet away, and if 
you proceed to that point, turn to 273. 

304 

You elect to fight the second of the Hounds. As 
previously explained, your Expertise is temporarily 

increased by 1 point for this combat, and this Hound has 
Expertise 13, Vitality 9 and does 2 points of damage. 

If you triumph again, turn to 336. 

If you find the fight going against you, you can 
withdraw and either leave the room ( turning to 371 
and closing the door) or investigate those parts of 
the room which the second Hound cannot reach 
(turning to 2)2^). 

Should the Hound kill you first, turn to 289. 
305 

Opening the door you see a large room beyond, bathed 

in a deep red glow. You also become aware of a 
low-pitched humming noise. When your eyes have 
adjusted to the strange Ught, you see that the room 

measures something over fifty feet across to the far 
wall, where you can see another, closed door opposite. 

The right-hand wall of the room is some twenty-five 
feet fix)m your doorway, and there is another closed 
door in the centre of that. 

The left-hand wall also has a door centrally placed, but 
this seems rather further away, perhaps thirty-five feet. 
There are some objects in the comers of that end of the 
room, but you cannot readily identify them kom here. 

Halfway between you and the door opposite is some 
sort of device with a number of turning wheels and 



306-307 



spinning lenses. It stands on the floor and is about two 
feet high and perhaps a little more in length and 
breadth. The humming noise seems to be coming fiiom 
this device. 

If you enter the room, turn to 55. 

If you decide against it, close the door and turn back 
tolJSi. 



306 

Continue the combat, but with this difference. The 
TroU is now trying to stun you and, if it hits you again, 
wdU succeed. 

If this happens, turn to 286. 

In the meantime you, of course, are trying to kill it, 
wounded though you may be. 

If you succeed, you sever the limbs and head, 
kicking the pieces apart, and should turn to 290 
while adding 5 Fortune Points to your Character 
Sheet. 



307 

You reach the door. Your footsteps still sound hollow, 
but nothing untoward has happened so far. 

Facing the door, you see that it is made of the usual 
stout wood, with a metal handle on the right-hand 
side. This is circular, and represents a snake 
swallowing its ovm tail. The door appears to open 
towards you. 

If you turn the handle and pull it open, turn to 351. 



308-309 



To your right, the passage goes a further forty feet to a 
corner where it turns right. 

If you move on to that point, turn to 303. 

In the other direction, the passage travels as far as you 
can see into the darkness. 

If you go that way, turn to 87. 

308 

As previously mentioned, even so mundane a task as 
pulling on one boot can be difficult when bent double 
in a confined space on an unsteady surface while 
holding a burning torch in one hand. 

Calculate E + 4H-T, and you will need a score of 15 
to succeed. Fortune Points may be expended to 
modify your score. If you cannot achieve a score of 
15 you overbalance, fall flat on the by now 
moisture-covered surface of the Amoeba and lose 
consciousness. 

Turn to 289 if this happens. 

If you succeed in getting the boot on, your troubles are 
by no means over, as a few blobs of the jelly-like 

Amoeba had found their way inside, and the astringent 
juice now attacks the softer flesh of your foot. 

This time you will need to sacrifice 3 Fortune Points to 
avoid losing consciousness, and again should turn to 
289 if you cannot do this. 

If you can, amend your Character Sheet 
accordingly, and turn to 340 to climb the shaft. 



309 

Unfortunately, no one will come to investigate this 



310 



area for several days, by which time your sources of 
illumination will have long been exhausted, and 
possibly your food and water as well. 

In any event, you will no longer be in a position to be 
rescued, and the adventure will have ended 
unpleasantly. 

310 

The Mountain Lion is under no particular disadvantage 
in the faint starlight, so your Expertise is as normal for 
this combat. 

Your opponent has Expertise 12 and Vitality 10, but 
it has more than one attack. Each forepaw does 1 
point of damage if it hits you, and in each combat 
round you will have to establish the Expertise scores 
for two attacks from the Lion against one from you. 
If your score is higher than both the Lion's attacks, 
then you will hit and it will miss. If one of its 
attacks beats your score, you will miss and it will 
hit. 

However, the danger comes if both of its scores are 
better than yours. If that happens, it holds rather than 
claws you, and the forepaws do no damage. Instead it 
bites you for 2 points of damage and rakes you with its 
hind paws for 4 more. So a double hit will mean 6 
points of damage! 

If the Lion overcomes you, turn to 289. 

Should you succeed in killing it, you may add 3 Fortune 
Paints and 1 Point of Expertise to your Character Sheet. 

If you wish to take any Potions you may do so now. 

Then turn to 342. 



311-312 



311 

You have no wish to add to your difficulties in the 

desert by taking the old man aiong, but something in 
you shrinks from the idea of killing him in cold blood. 

Your companions have no such compunction, and urge 
that you make an end of him (or, if you will turn your 
back for a moment, they will attend to it themselves). 

In the end, you decide to leave the old man here. The 
next visit of the white-clad desert-dweUers should only 
be a short while oS, and he can take his chances with 
them. He certainly seems unable to do you any harm 
now, and it is doubtful that he could return to his old 
haunts without assistance. 

You drive him back into the pyramid, and are ready to 
leave. 

Turn back to 222. 

312 

The Hyenas lie dead, but you have suffered one or more 
bites to the arm holding your torch. Examining the 
wounds, you imagine they are already beginning to 
throb and swell, and fear the animals may well have 
infected you with the dreaded rabies. 
If you have a Cure Disease Potion, you may drink it 
( amending your Character Sheet) and turn to 344. 

If you are prepared to sacrifice 5 Fortune Points, you 
will escape the effects and may turn to 344 after 
amending your Character Sheet. 

Otherwise, you will have to use a more painful 
remedy. Drawing your blade across the wounds you 
suck them vigorously, spitting out the poisoned blood. 



313 



then heat your blade in the torch and cauterize the 
wounds. For every bite you suffered in the combat, 
this remedy will cost you 3 more damage points to 
be deducted from your VitaUty total. 

ff this kills you, turn to 289. 

ffyou survive, turn to 344. 



313 

You are in the long, twenty-five foot passage, having 
at least temporarily dismembered the Troll, and are 
searching for some acid to dissolve the pieces. The 
captive old man has been forced to help you carry 
the parts of his late companion. 

Having already searched the workshop where the old 
man and the Troll had been engaged, you should 
ignore the centre of the three openings in this 

passage. 

If you wish to move to the large doors which are 
stuck partially open, turn to 105. 

If you wish to check out the opening furthest from 
those doors, turn to 238. 

If you wish to try the opening nearest the doors 
turn to 169. 

In any event, ignore mentions of the Troll or the 
sound of voices in this area. 

Note the number 398 but do NOT turn to that 

paragraph yet. When and if you find the acid, and 
cast all the pieces of the Troll into it, THEN you 
can turn to 398 and get the old man's story. 



314-315 



314 

To your horror you find a number of long, thick 
tendrils have stretched across the room towards you 
fom a previously unnoticed recess above the door. The 
first two have shovm the sort of damage this monster 
can cause. 

Obviously you cannot hope to fight properly while 
standing on a ladder with your back to the monster, so 
you really only have two choices, neither particularly 
attractive. 

You can try to scramble up the shaft, hoping it will 
prove a route to escape beyond the range of the 
tendrils. Or, you can descend to the floor, which will 
give you a reasonable chance to hack at the tendrils 
with your weapon. 

In either case, it seems likely that you will suffer more 
damage before reaching your goal. 

If you decide to try to climb out of trouble, turn to 
282. 

If you prefer to stay and fight on the fioor of the 
room, turn to 394. 

315 

You are in the middle of a long, dark passage. Forty feet 
away in one direction the passage turns a comer to the 
left. The same distance away in the second direction, it 
turns a comer to the right. 

If you take the first direction, turn to 95. 
If you take the second, turn to 83. 



316-318 



316 

The Hound catches the food in midair and swallows it 
almost without pausing in its furious baying. It 
certainly doesn't seem to have affected its feelings 
towards you. 

Turn to the third paragraph of 364. 



317 

The ladder is made of iron and is slightly rough to the 
touch. You realize it is probably quite old and has been 
painted many times to prevent the damp air in this 
pool-room irom rusting it away. 

This whole area gives the impression of fairly frequent 
use, and you can but hope that the normal users do not 
return to find you here. 

Thinking to take the ladder with you, you try, but find 
it firmly fixed by several metal brackets set in the wall. 

If you climb up through the hole in the ceiling, turn 
to 125. 

If you descend into the room, turn to 189. 
318 

As you did come dowoi the shaft, the platform rests on 
the floor beneath and the rope dangles dovm the shaft 

fi-om above. 

Through here', your guide continues, opening the door 
at 73 and leading the way into 89, 'is where we dump 
all the bits and pieces we no longer need.' He indicates 
the pile of scrap metal in 240, and adds 'we even have a 
vat of acid in the comer, which we use to dispose of 
anything which proves dangerous'. 




He presses his palm to the plate. 



319 



Leading the way back again, he concludes, 'Well, 
that's my little domain. Have you any questions?' 

You decide to take a chance, before you get back to 
the Troll. 

'Err . .. what about the prisoners?' 

'Oh yes,' he replies, 'I could use some more soon: 
there are only two left and they aren't in very good 
shape.' 

You have passed back through 89 and 142 when he 
asks casually if you want to see the prisoners. Trying 
to sound equally casual you agree, and he stops at 
the doors at 94, halfway along 62. He presses the 
glass panel at 137, then moves to the metal plate at 
126 and presses the palm of his hand to it. 

There is a click and the doors open. 'I managed to 
decipher the spells to operate this, some years ago,' 
he announces importantly. 'Now it only responds to 
my hand and will kill anyone else who touches it, so 
beware!' 

Turn to 329. 

319 

You have come to a T-junction in the passages. 

Looking down the central one, with the others to 
your left and right, you can see it only leads fifteen 
feet to a closed door. Halfway along the right-hand 
wall is a five-foot opening where another passage 
appears to turn off. 

If you go as far as that passage, turn to 219. 



To your right, the passage you are in extends forty 



320 

feet, then turns left. If you proceed to that corner, 
turn to 15. 

To your left, the same passage goes thirty-five feet 
then turns left. If you go there, turn to 95. 

320 

With one Hound dead, but the other still very much 
alive and eager to get at you, you can physically search 
rather more than half the room, including three of the 
corners. 

Your first interest, however, lies in the ceiling. There 
are three panels, each two-feet square, apparently set 
into it flush with the surface. One is in the centre of 
the room, glows dull red, and is obviously the source of 
the warmth. Another is set above the centre of the 
right-hand wall, and gives out a light as bright as the 
sun. The last is set over the centre of the left-hand 
wall, and is quite dark. 

Turning your attention to the walls, you soon find 
TWO secret doors! One of these is in the centre of the 
wall which was on your right as you entered and the 
other is in the right-hand end of the wall opposite the 
entrance. 

You can, however, see no obvious ways to open the 
doors. The only objects to break the smoothness of the 
black walls are the two rings set in them to hold the 
Hounds' chains. 

If you try twisting the ring to which the dead Hound 
was chained, turn to 352. 

If you determine to fight the second Hound, turn to 
304. 



321-322 



If you leave the room, turn to 371 and close the 
door behind you. 

If you close the door, but stay inside the room, 
turn to 384. 

If you wish to investigate the ceiling panels, turn 
to 202. 

321 

You stand in a five-foot-wide passage, at a point 
where a short side passage joins it. 

Looking down this side passage you can see it only 
goes five feet to a point where a shaft leads 
downwards. 

If you go to look down the shaft, turn to 11. 

If you look down the passage to the right, you can 
see another side passage turning off to the left after 
thirty feet, while this passage continues beyond. 

Turn to 157 if you wish to move to that point. 

In the opposite direction, the passage runs as far as 
you can see into the darkness. 

If you wish to go that way, turn to 141. 
322 

You decide to leave the old man here, bound and 
gagged, and explore the rest of the area on your own. 

You know where the Troll should be (preparing some 
rood in one of the rooms off the long passage) and so 
long as you avoid that passage you should not meet 
it. If you do, it will instantly attack as it will assume 
you have brought some harm to its master. 



323-324 



If you subsequently decide to come back to question 
the old man, you will have to turn to 398. You should 
therefore note that number in case of need. 
For now, turn to 62 to commence your search. 

323 

You stand at a T-junction where three passages meet: 
you are facing the centre one with others at 
right-angles to your left and right. 

The passage in front of you runs into the darkness as 
far as you can see (fifty feet). After thirty feet a side 
passage turns off to the right. 

If you wish to move on as far as that point, you 

should turn to 123. 
The passage to your left turns a comer to the right after 
forty feet. 

Turn to 251 if you decide to go there. 
The third passage, to your right, goes thirty-five feet 
before turning a comer to the left. 

Turn to 49 if you go that way. 

324 

The descent is not difficult, but unless you left your 
torch burning in the room above, will have to be made 
in complete darkness. 

If you did take this precaution you may add 1 Fortune 
Point to your Character Sheet. However, after thirty 
feet or so you will still be in darkness, although the 

square of light above may give you some comfort. 
Eventually your feet splash into cold water. Cautiously 



325-326 



you lower yourself a little further, and find that it only 
comes up to your waist. You are able to stand on the 
bottom and can feel the bucket beside your legs. 

If you wish to re-light your torch, turn to 196. 

Should you prefer to feel around in the dark, turn to 
292. 

To help you keep your sense of direction, let us assume 
you descended the rope facing in the direction of the 
door into the room above. 

325 

Steadying yourself on the top rung of the ladder, you 
turn the handle and thrust the door open. The floor 
swings back into place beneath you, knocking the 
ladder away, and you scramble forward through the 
doorway to get clear. 

There is a splintering noise as the two halves of the 
floor close on the ladder. Such is their force that the 
ladder breaks in two, and as you turn to regard the 
room you find there is now only a five-foot length of 
ladder left in it. 

This will only be enough to enable you to reach 
some ten feet from the floor. Amend your Character 
Sheet accordingly and turn to 107, ignoring the first 
paragraph. 

326 

You try to twist the ring to which the smaller Hound 
was chained. At first this resists, then turns stiffly 
anti-clockwise. As it does, with a screech of protesting 
metal a secret door opens in the centre of the wall 
below the shining yellow panel. 



327-328 



You can see beyond a five-foot-wide corridor, which 
leads away for only ten feet before turning a corner to 
the left. 

If you move to the corner, turn to 131 but bear in 

mind the state in which you have left the room, 
which may differ in details with its description if 
you return this way. 

If you remain in the room, turn back to 166. 

327 

An athletic adventurer such as yourself should be able 
to negotiate a shaft like this by 'chimneying' your way 
with shoulders, elbows and knees. Calculate E -i- 
4H - T and, if you score 13, you will be successful. You 
may use Fortune to bring your score up to this point if 
necessary. 

If you succeed, turn to 195 if ascending, and 355 if 
descending. 

Bear in mind, from now on, that this glass panel is 
broken. 

Should you fail to achieve a score of 13, you will fall to 
the floor below, breaking the ladder irreparably as you 
do, and suffering 3 points of damage. 

You should amend your Character Sheet 
appropriately before turning to 355. 

328 

You decide to break the left-hand ceiling panel. 
Steadying yourself on the ladder, you draw a weapon 
and drive it upwards at the centre of the panel. There is 
a splintering crash, and shards of glass fall around you 
to the floor. 



329 



Above the broken panel is a space two feet long, one 
foot wide and one foot high. Some sort of delicate 
apparatus had been suspended in the centre but your 
blow appears to have damaged this. It now hangs 
askew, and seems to consist of some strands of thin 
metal and curved sheets so highly polished that at 
first you take it for silver. In fact, it turns out to be 
thin steel. 

There is nothing else of interest, so you descend to 
the floor. 

Turn to 344. 

329 

Beyond the doors lies another well-lit, twenty-five- 
foot wide passage, some 200 feet in length, this time 

with seven doors spaced along the left-hand wall. 
The doors are ten feet wide and fifteen feet high, and 
there is another circular metal plate to the left of 

each one. 

Only the first is in use now', the old man declares, 
leading the way to the first door and indicating a 
peep-hole in the centre. 

You peer through and see two ragged, unhealthy- 
looking men looking apprehensively towards the 
door. Both are seated on hard metal bunks and the 
furnishings look spartan in the extreme. 

The old man laughs. 'We had to take all the couches 
and cushions out when we turned some of these 
rooms into cells. The old inhabitants used to live 
here like kings, but there was no sense in letting 
slaves get soft!' 

'Does your palm operate these locks too?' you ask 



Two ragged unhealthy-looking men. 



330-331 



casually and, when he nods, you decide the time to 
stop the pretence has arrived. 

As he is taken completely by surprise you have no 
difficulty in overpowering him. You press his palm 
to the metal plate and release the prisoners. 

Turn to 345. 

330 

As you reach the foot of the ladder again, you sense 
movement behind you and feel something touch you 
on both shoulders at once. The touches sting 
painfully, and you suffer 2 points of damage. (Reduce 
the Vitality score on your Character Sheet 
accordingly.) If this is sufficient to kill you, turn to 
289. 

Spinning round, you are horrified to see several long, 
thick tendrils have emerged from a previously 
unnoticed recess above the door, and stretched across 
the room towards you. The first two have shown the 
potential damage that can be caused. 

Being between you and the door, they are cutting off 
your escape route, and you have no course but to 
fight. 

Turn to 250. 

331 

You stand outside the pyramid entrance at the top of 
the flight of steps leading down to the sands. There 
is no sign of life or movement anywhere. 

If you go back inside turn to 23. 

Should you now wish to return to Seven Wells, 
you should turn to 222. 



332-333 



332 

If you are prepared to sacrifice some of your remaining 
food, you may be able to find half a loaf or something 
which a Hound will eat. And you may have found 
something in your travels which would suit your 
needs. 

In one section of the rooms were some Potion bottles. 
If you have these on your Character Sheet, you can 
empty one on the food before throwing it to the Hound. 
To discover the effect turn to: 

124 if you use the blue liquid 

156 if you use the orange liquid. 

220 if you use the green liquid 

Should you not have these items on your Character 
Sheet, you can still throw the Hound the food and 
turn to 316. In any event, whatever you drop into 
the room must be deleted from your Character 
Sheet. 

When you have concluded your business with the 
Hound below, turn to the third paragraph of 364. 

333 

The water in the bowl has become slightly discoloured, 
perhaps from the residues of various other liquids 
placed in the bowl over the centuries. 

Whatever the cause, the liquid you now drink acts as a 
Cure Disease Potion. If you are presently affected by 
any disease it will be cured, or if you would otherwise 
succumb to a disease later in the adventure, this 
draught will now prevent its affecting you. Note, 
however, that only one past or future disease is cured 



334-335 



each time you drink from this bowl. If you are already 

suffering from two diseases, only one will be cured, but 
you can repeat the treatment with the other half of 
your water. 

Now turn to 253 if you wish to enter the passage, or 
116 if you wish to stay in this room. 

334 

The old man guides you to the storeroom beyond the 
third opening on the right in the long passage leading 
to his living quarters and workroom. 

If you have not already disposed of the Troll, this will 
precipitate the encounter. 

Should this happen, make a note of this paragraph 
number, conduct the combat by turning to 386, then 
return here if successful. 

Should you prefer not to come this way and so avoid 
the Troll, you can stop short by the open doors at 
105 and not enter this passage. 

If you reach the storeroom, turn to 382. 

335 

You have reached a large wooden door at the end of the 
passage. The handle is a heavy-looking iron ring, set in 
a carved representation of a lion's head. If you turn it to 
try to open the door, turn to 107. 

In the other direction the passage stretches thirty-five 
feet to a corner, where it turns right. 

If you go that way, turn to 203. 

If you wish to press your ear to the door, in the hope 
of hearing anything beyond, turn to 5. 



336-337 



336 

You have managed to kill the second of the Hounds, 

and may add 3 more Fortune Points and 1 one Point of 
Expertise to your Character Sheet. If you wish to take 
any Potions you may do so now, or may eat a meal if 
you have not previously done so within the pyramid. 
Amend your Character Sheet appropriately. 

With both Hounds dead, you are now free to search the 
rest of the room, and quickly find a third secret door, in 
the centre of the wall below the dark ceiling panel. The 
problem lies in finding a device to open it. 

If you try turning one of the rings set in the wall, 
turn to 368 for the one in the far left-hand comer 
from the entrance, or 352 for the one in the near 

right-hand corner. 

If you decide to leave the room, turn to 371 and 
close the door behind you. 

If you close the door but stay inside the room, turn 
to 384. 

If you wish to investigate the ceiling panels, turn to 
202. 

337 

As the floor opens beneath you, you are unable to reach 
the safety of firm ground either to the front or rear. You 
can just about touch the walls on either side, but being 
five feet apart you are unable to exert enough pressure 
on them to slow your fall. 

Some twelve feet below floor level your fall is arrested 
by a forest of slim three-foot-long bamboo spears, 
several of which pierce your prostrate form. 



Turn to 289. 



338-340 



338 

The old man has seen through your masquerade and 
managed to summon the Troll to his assistance. There 
is no more chance to talk your way out of this: you will 
have to fight or flee. 

If you stand and fight here in the enormous room 
with the coloured screen at one end, turn to 386. 

If you try to flee there is little chance of escape, as 
the long legs of the Troll will soon run you down. 
Still, if you wish to try, turn to 274. 

339 

To your surprise, the corner of the room holds a variety 
of items apparently designed to make someone 
comfortable for a protracted stay. 

Heaped in some confusion are a bed, two comfortable 
chairs, a small table, a chess board and pieces, a barrel 
of water, several slightly stale loaves, some fairly fresh 
fruit, several strips of dried meat, an earthenware crock 
of biscuits and several mugs and plates. 

If you decide to leave by the door through which you 
most recently entered, you should close it behind 
you and turn to 103. 

If you prefer to head for the humming device, or one 
of the other doors, turn to 55. 

Should you try anything else, turn to 283. 
340 

Working your way up the shaft will be difficult 
without a firm footing to start from, as you are going to 
need to stand on one foot to wedge the other knee in 
the shaft when you start the climbing. 



341-342 



Calculate E+ 4H — T: this time you will need a score of 
15 to succeed, and may use Fortune Points to modify 
your score if necessary. 

If you fail, you fall back onto the Amoeba, lose 
consciousness and should turn to 289. 

If you succeed, you drag yourself out into the 
passage above and may add 2 Fortune Points for all 
your efforts. Please amend your Character Sheet, 
then turn to 269. 

341 

You twist the two-inch projection on the stone block 
at the right-hand end of the bare wall. There is a click, 
then the block slides five feet to the left, revealing an 
opening into a passageway. Apparently there is a 
corner just outside, as passages lead off to the right as 
well as straight ahead. 

After a few seconds the block starts to slide across to 
close the opening again. 

If you wish to leap through into the passage, turn to 
149. 

Otherwise you can stay in this room, and should 
turn to 389. 

342 

Having defeated the Mountain Lion, you are able to 
complete your second night's march without further 
adventure, and as visibility begins to improve just 
before dawn, you come to a wide expanse of rolling 
sand-dunes. There will be no shelter out there, you 
realize, and seek a cave- in the last exposed rocky 
outcrop on the edge of the dunes. 




The block slides to the left 



343 



You manage to find one, and can again spend a 
restful day, eating, and taking Potions if you wish. 
Remember to amend your Character Sheet if you do. 

At dusk, you strike camp and head out into the 
waste of dunes. All through the night you toil up one 
side of the dunes and slither down the other, 
checking at the top each time that the famihar 
constellation is still behind you. 

Eventually you are able to make out a low range of 
hills ahead, and after a tiring but uneventful night 
you reach the lower slopes. 

Unfortunately you are unable to find a cave, or even 
a valley or cliff to provide any shade or shelter this 
time, and have to make do with the inadequate 
shade of your tent throughout the heat of the day. 
This lowers your Vitality by 2 points, but you can 
eat or take any Potion you require if you still have 
them. You also need to drink rather more than usual 
(three-quarters of a waterskin instead of hah). 

After amending your Character Sheet, turn to 18. 

343 

You have come to a stout wooden door across the 
end of this five-foot section of passage. There is a 
large round doorknob, red in colour and apparently 
made of glass. 

If you turn this and push the door open, turn to 
215. 

If you leave the door, you come to a comer where 
the passage turns right, only five feet fix)m the door. 

Turn to 49. 



344-345 



344 

Apart fix)m the heap of straw and the two dead 

Hyenas there is nothing of interest within the room. 
You search the straw, finding a few bones and several 
fieas and ticks, but nothing of value. 

The only other features of note are two black panels 

of some glossy material, set in the ceiling above the 
centre point of each side wall. Each is two feet long 
and one foot wide. 

As the ceiling is fifteen feet high, you cannot 
examine these further unless you have brought along 
a ladder from the storeroom. 

If you have, and wish to try this, turn to 392. 

If you have no ladder, or no wish to look at the 
panels, you leave the room and should turn to 
193. 

345 

The prisoners are overjoyed to be released, and you 
explain the situation to them. 

They had been investigating the hills around the 
depression with a well-equipped party, checking out 
rumours of ancient artifacts originating from the 
area, when they were attacked by the desert-dwellers. 
The fire weapon killed most of them, and the 
survivors were lowered down here for the old man to 
use as slave labour or subjects for experiments. They 
know nothing of other parties, and are sure they are 
the only prisoners here now. Being well-to-do, they 
promise you a substantial reward if you can get them 
safely back to civilization. 

This poses two separate problems, firstly you have to 



346 



leave this area and secondly you have to cross the 
Groaning Desert with your new companions. 

If you have come down through the main delivery shaft 
or the well, the rope will still be in place and you 
should be able to climb up and winch your new friends 
up one at a time. However, if you came down through 
the corridor trap on to the heap of metal, you need a 
way to enable you to reach the end of the rope, and in 
that case you will have to search for a ladder down 
here. 

Crossing the desert will necessitate having three full 
waterskins each, in view of the relative weakness of 
the other two, but you may know where to find those 
up above. (If not, you will have to search!) 

Turn to 361. 



346 

As you sever the last tendril there is a loud sighing 
noise from the recess above the door, and an object 
rather larger than your head bounces on the floor. The 
damaged tendrils had been coiled about the body of the 
monster, after you severed each one, but now they 
relax in death and trail limply on the floor. 

You may add 4 Fortune Points to your Character Sheet 
for overcoming this particularly dangerous opponent, 
and if you wish you may rest, drink Potions, or eat a 
meal if you have not previously eaten within the 
pyramid. 

When ready turn to 218 to resume your search of the 
room ( or leave if you prefer) but ignore all future 
references to this monster. 



347-348 



347 

You stand before a closed door, five feet wide and 
twelve feet high. There is an 'S'-shaped handle at 
chest height on the right-hand side, and the door 
seems designed to open away from you. Closer 
examination shows that the handle is carved to 
represent a snake or worm, and that there are various 
designs carved on the face of the door. 

These are similar to the style of paintings on the 
frieze near the entrance, but arranged in three rows. 
You realize this is the 'writing' of those who built or 
use the pyramid, but are unable to understand it. 

To the right of this door the passage you are in 
extends nine feet to a large pair of doors. If you 
move on to those, turn to 225. 

If you go to your left, the passage turns a corner to 
the left after ten feet and you should turn to 231. 

If you turn the handle and push this door open, 
turn to 399. 

348 

You decide to climb back up the ladder, then work 
your way up the shaft to the passage above. 

You are becoming fairly proficient at this now: 
calculate E + 4H and, if you can manage a score of 
14, you will succeed and should turn to 154. (You 
may use Fortune Points to modify your score, if 
necessary.) 

If you cannot achieve this score you will fall back 
from the shaft, breaking the ladder and dragging 
down the rope as you go, and will suffer 3 points of 
damage when you hit the floor. 



349-350 



If this kills you, turn to 289; otherwise turn to 38, 
but remember that you no longer have the means to 
climb to the ceiling. 

Amendyour Character Sheet accordingly. 

349 

If you have brought the twelve-foot ladder ik)m the 

storeroom, you can stand it against the wall and 
investigate any of the four panels set about the centre 
points of the walls. 

If you did not bring a ladder, there is no other way you 
can reach them. (No, you can NOT use the dead 
Scorpion; it's exo-skeleton is neither large nor strong 
enough.) 

Unless you have the ladder, turn back to 217. 

You cannot investigate the large, red-glowing panel in 
the centre of the ceiling as there is nothing against 
which to rest the ladder. In any case, you do not feel 
particularly eager to approach such a source of heat. 

If you cUmb to one of the bright yellow panels you will 
need to avert your gaze as you do. 

Turn to 151, but first keep a note of this paragraph 

number. 

Turn to 109 if you wish to investigate the black 
panel. 

350 

The water in the bowl has obviously combined with 
previous offerings of wine placed in the bowl, and the 
Uquid you drink is rather pleasant. 




The ladder rests against the wall. 



351-352 



It has no particular effect, however, and you should 
now choose whether to enter the passage or remain in 
this large room, in which case you may as well close 
the door again. 

Turn to 262 if you enter the passage, or 116 if you 
stay in the room. In either case you close the door. 

351 

To your considerable dismay, if perhaps not total 
surprise, the floor falls away when you turn the handle. 
Not only that but the lower part of the door and the 
very wall on either side hinge at the bottom and fall 
forward on top of you. 

If you try to retain your grasp on the door handle, 
turn to 385. 

If instead you go down with the floor, trying to fall 
as lightly as possible, turn to 48. 

352 

Taking the stout iron ring in both hands, you try 

twisting it, first one way and then the other. It turns, 
with a protesting screech of metal, in the 
anti-clockwise direction, and a secret door opens in the 
centre of the wall, five feet to your left. 
Leaving the corner to look through the opening, you 
see a five-foot-wide passage leading away, then turning 
a comer to the left after ten feet. 

If you move along the passage to the comer, turn to 
131. 

Otherwise, you turn the ton ring clockwise to close 
the secret door, and then turn back to 320 if one 



353-354 



Hound is still alive, or 336 (ignoring the first 
sentence) if both are dead. 

353 

You enter the room by a door in the centre of a wall 
which proves to be fifty-five feet long. 

The room is rectangular and seems to be some 
sixty-five feet in the other direction. The other three 
walls each have one door: one is in the centre of the 
wall opposite, and the others seem to be a little past 
the centre points of the left- and right-hand walls Irom 
where you stand. 

There is a dark, shiny panel set in the ceiling above the 
door in the right-hand wall, and you can see the 
mysterious, humming device on the floor between the 
doors. You judge that it must be pretty well in the 
centre of the sharply defined, ruby-glowing sphere 
which occupies the greater part of the room. 

If you decide to approach the device, or make for 
one of the other doors, you will have to enter the 
red-light area, and should turn to 55. 

If you prefer to examine the items in the corners of 
the room, using the light of your torch, turn to 339. 

354 

The old man will now conduct you around his domain, 
and it will help if you turn for a moment to the various 
paragraphs as he comments on the contents, before 
turning back here. (It may be worth keeping a piece of 
paper by this paragraph as a bookmark.) He starts by 
leading you through 41 to 30. 'This whole area,' he 
begins in a schoolmasterly fashion, from which you 
guess he has made the commentary many times before. 



354 



'was created countless years ago by a group of master 
magicians, with powers which, to us, make them 
seen demi-gods. The devices in here (you are at 25), 
believe it or not, create water out of the very air, and 
one of my assistant's duties is to keep the well 
through there (you are at 9 and he points to the hole 
in the wall) filled with water for the use of your 
people above.' 

He conducts you back through 41, indicating the 
glowing yellow panels. 'These lighting panels have 
been burning for centuries and appear to need no fuel 
or attention. There do not even seem to be any 
flames involved.' 

You pass through 110 and are ushered into 158. 'This 
screen is, I am sure, a 'Gate' of some sort, and I have 
been experimenting with it, off and on, for many 
years. So far, all I have discovered is that one can 
pass through it when it is blue, but not when it is 
red. Unfortunately, no-one I have sent through has 
ever come back, and the one being who came 
through from the other side (some sort of small 
demon so far as I could judge) died almost as soon as 
it arrived.' 

He indicates the vast metal object in the centre of 
the room. 'I am convinced that was some sort of ship 
of the ancients,' he declares, 'There were a number of 
maps and charts in it, and the skis on which it 
stands show scratches and wear marks consistent 
with moving over sand. I also found the fire-throwers 
which your people use, on board this 'vessel', though 
I understand only the small one still works.' 

He looks at you enquiringly and you nod wisely as 
you carry on through the doors at 78. 



355 



1 have been trying for some time to open an especially 
heavy and well-sealed chest,' he continues. 'The fact 
that it is so difficult to open suggests that the contents 
must be particularly valuable, and I suspect they are 
either more weapons, or treasure, or perhaps both. I 
should welcome any suggestions you may have, as the 
opening device seems to depend on some sort of code.' 

He moves on ( through 62 to 142) and indicates the 
shaft in the corner. 'This, of course, is where you 
came down. '(Ifit WAS where you came down, turn 
to 318; if you came down another way, turn to 370.) 

355 

The Cheetah lies dead at your feet: you may add 4 
Fortune Points to your Character Sheet, and may also 
take a Potion if you wish, again amending your 
Character Sheet as necessary. Any future references to 
the Cheetah may be ignored, and if you later return to 
this room the dead body will be here. If you have not 
previously eaten within the pyramid, you may do so 
now, always supposing you still have food on your 
Character Sheet! 

If you wish to leave by the door through which you 
entered, turn to 97. 

Should you decide to investigate either of the ceiling 
panels, you will need a ladder. If you do happen to 
have one with you, and wish to climb for a closer 
look, you should first take a note of this paragraph 
number then: 

If you climb to examine the shining yellow panel, 
turn to 257. 

Or, if you try the dark panel, turn to 59. 



356-357 



The pile of straw and bowl (which contains the cold 
remains of some sort of stew) prove to be of little 
interest, but if you wish to examine the ring to 
which the Cheetah was chained, turn to 27. 

356 

You start to wind the winch in the other direction, and 
soon the required extra effort indicates you have a full 
bucket on the end of the rope. 

Eventually it comes back into sight and, reaching out 
one hand, you are able to swing it on to the floor. The 
bucket is almost full with fresh water, though when 
you taste it you find it rather flat and flavourless. 

Turn to 388. 

357 

You have entered a large rectangular room. Pacing it 
out, you will find it to be thirty feet by forty-five feet. A 
number of small candelabra stand on low tables around 
the room, and there are several comfortable-looking 

couches. 

A five-foot-wide passage leads away from the centre of 
one of the longer walls, and you can see that its walls 
are richly decorated. After twenty-five feet it turns a 
comer to the left, and you should turn to 117 if you 
wish to proceed to that comer. 

If you stand with your back to that passage, you can 
see: 

A white-painted, five-foot-wide passage leading fifteen 
feet into another room from the right-hand end of the 
wall opposite you. 

Turn to 21 if you wish to leave by this second 
passage and enter the room beyond. 



358-359 



The right-hand wall of the room has a row of hooks 
holding white robes with a design in green 
embroidered upon them. If you wish to take a set with 
you, add them to your Character Sheet. (If you decide 
to wear them at any time, mark your Character Sheet 
Wearing white/green robes'.) 

Against the left-hand wall of the room is a long, wide 
shelf some four feet above the floor, on which stand a 
number of boxes and bottles. About a dozen stools 
have been pushed beneath the shelf, and several 
mirrors hang above it. In the centre of the row of 
mirrors there is a similarly shaped frame covered with 
a thick green cloth. 

If you wish to examine the boxes and bottles, turn 
to 53. 

If you wish to remove the cloth, turn to 90. 
358 

Realizing your narrow escape, you hasten to climb 
back up the ladder. This calls for no particular skill, 
and once at the top you pause to pull the ladder up after 
you. 

Turn to 180. 

359 

You have entered a room measuring thirty feet by 
fifteen feet. There is a five-foot opening at the 
right-hand end of one of the shorter walls, and a 

passage leads away for twenty feet before turning a 

comer to the left. 

If you leave the room and proceed to the corner, turn 
to 167. 



360 



If you stand in the opening, with the passage behind 
you, you can see a ten-foot-square shaft leading 
downwards. There is ten feet of floor between you 
and the shaft, ten feet on the far side, and five feet of 
floor on the right of the shaft. There is no way to 
pass it on the left. 

Spanning the shaft is a sturdy winch, with handles 
long enough for two people to turn it on each side. 
The one nearest you has a brake-arm swung into 
place. 

Just visible in the shaft is a stout, circular platform 
with sides about two feet high, suspended from the 
winch by a thick rope. Judging by the amount of rope 
on the winch, the platform could be lowered for well 
over 100 feet. 

If you wish to go down, turn to 209. 



360 

You have come to a comer in the passage. Looking in 
one direction you can see an alcove in the left-hand 
wall, only five feet away. This alcove is only some 
three feet deep, and there is no floor to it, only a 
shaft leading down, narrowing as it goes. 

If you wish to have a look at it, turn to 154. 

If you have only just come from that point, you find 
the passage turns left at this comer, then runs as far 
as you can see into the darkness without any 
features of note. 

Turn to 372 if you wish to proceed, but make a 
note of this paragraph number. 




There is a circular platform suspended from the winch. 



361-362 



361 

The other two bear the old man a considerable 
resentment, but you manage to persuade them not to 
dispose of him for now, and they agree to carry him 
along while you act as guard. 

You pass back out through the doorway from the cell 
passage, and press the old man's palm against the 
metal panel to close the metal doors. 

Before turning to 62 to resume your joumey, you 
should bear in mind that you now have two rescued 
captives with you, as well as the old man. Your new 
friends will be capable of restraining the prisoner, but 
cannot be of further use against potential opponents. 

If you come across future mention of the old man, 
you may ignore it. However, if you encounter the 
Troll, he will attack immediately, regardless of 

circumstances. 

If this happens, you will have to note the 
paragraph where you are at the time, then turn to 
386 to fight the Troll. You should, therefore, take a 
note of ^6 now, in case of need. 

362 

This doorway lies between the large room with 
couches and another which appears to be a smaller 
counterpart of the first. 

The second room is twenty feet square, with a 
five-foot alcove in one comer leading to the only 
door, which stands open. There are only two tables 
in this room, well cushioned like the others. There 
are no stone benches around the walls, but there are 
half-a-dozen plain wooden stools. 




There are several items on the shelves. 



363 



Again there are rows of shelves on one wall - the one 
opposite the door - but there are only a few items on 
them; several small, extremely sharp knives, a number 
of cloths and towels, some needles and thread and two 
more potion-type bottles. 

These hold a green oily-looking liquid, and the only 
way to determine the effect is to taste it. 

If you wish to do this, make a note of this paragraph, 
then turn to 153. 

If you wish to take the bottles along, contents 
untasted, then enter them on your Character Sheet as 
'2 bottles green liquid 153'. If you later wish to try 
them, remember to make a note of your current 
whereabouts (para, no.) before turning to 153. 

When you are ready to leave this room, turn to 52. 



363 

You stand at a right-angled corner in the passage. If you 
take one as leading to twelve o'clock, you see another 
passage joins it after only five feet, while this passage 
ends only ten feet further on at another T-junction, 
where passages lead off to left and right. 

Turn to 71 if you wish to proceed as far as the first 
side passage. 

The other arm of your present passage points to three 
o'clock, and turns to the right after only five feet. 

If you go that way, turn to 275. 



364 



364 

Breaking the glass panel is not particularly difficult: 
a sharp blow in the middle with something hard, or 
even stamping on it with your foot, if you lower 
yourself down the shaft, will shatter it. 

The shards of glass tinkle on to the floor below, and 
some may even hit the Hound. Certainly it wakes in 
no good humour, and in the ensuing uproar you can 
hear the baying of at least one more of the creatures 
in the room below. 

Lying on the floor of the passage above, you regard 
the frantic animal, which is trying vainly to leap 
towards you, jaws clashing in its fury. It is as big as a 
small pony, and seems to be a cross between a 
mastiff and a wolfhound. Even if it were alone, you 
feel it could cause you considerable damage, and you 
cannot immediately see how you could get down to 
fight it without sustaining damage on the way. There 
is nowhere up here where you could tie a rope to 
lower yourself. Even if you had a ladder the Hound 
would almost certainly knock it over, and if you drop 
twenty feet on to a stone floor you are sure to suffer 
damage. 

Nonetheless, if this is what you wish to do, turn 
to 236. 

Should you decide to throw something down to 
the Hound, turn to 332. 

Otherwise, there is little you can do here. 

Turn to the last paragraph of 154. 



365-366 



365 

You have entered what is basically a twenty-foot- 
square room, with two five-foot-square and 
five-foot-high recesses extending from one wall. 
Quickly you realize that these recesses relate to the 
unusual entrances. 

The one through which you came in involved a stone 
block pivoting on one corner, so it has left a recess at 
the left-hand end of the wall, as you face it. Next to 
that is the block itself, still with the rod jutting from 

it. 

There is a second, featureless recess next to the 
opened block, and marks on the floor suggest that 
this in turn would be filled if the block beside it 
were moved, apparently by sliding to its left. 

There is, in fact, a two-inch-square projection from 
this block, and if you twist it you should turn to 
341. 

Otherwise, if you wish to look around the room, 
turn to 389. 

366 

As you approach the first door, you see there is a 
peep- hole in the centre, and, looking through, can 
see a twenty-foot-square room within. It is sparsely 
furnished and, sitting on hard metal bunks, are two 
ragged, unhealthy-looking men staring apprehen- 
sively at the door. 

Pressing the old-man's palm to the metal plate, you 
open the door and release the prisoners. 



Turn to 345. 



367-369 



367 

Your expenditure of Fortune Points ensures you are 
lucky enough for the calm weather to continue, and 
after three nights you reach the haven of Seven Wells 
once more. 

On arriving, you are greeted as a hero by the hard-bitten 
frontiersmen, having single-handedly resolved one of 
the great mysteries of Skyfall. They award you the 
freedom of the town, but more importantly everyone in 
the tavern buys you a large drink. 

After suitable celebrations your new friends will take 
their leave, and you are able to return home amply 
rewarded. 

Turn to 401 

368 

Close examination of the iron ring reveals traces of oil, 
where it is set in the wall. It turns easily in an 
anti-clockwise direction and, as it does, a door in the 
centre of the wall, five feet to your left, opens noiselessly. 
You move to look in, and see a five-foot-wide passage, 
which turns to the right after only five feet. 

If you enter the passage and advance to the corner, 
turn to 239. 

Should you decide to remain in the room, you turn the 
ring the other way and the door shuts. 

Turn back to 336, starting at the third paragraph. 
369 

As soon as you touch the statue's staff you feel yourself 
knocked backwards several feet through the air to land 
sprawling on the floor below the steps. The hand 



370 



which touched the staff is badly burned, and there 
are minor bums on your feet. 

You have taken 10 points of damage altogether, 
and if this kills you, turn to 289. 

Otherwise you may pick yourself up and may take 
any Potions you wish to alleviate the damage. Unless 
you take a Potion of Healing, your bumed hand will 
affect your fighting skill, causing you to deduct 2 
points from your Expertise score. 

Amend your Character Sheet as necessary, then 
turn to 116. 

370 

Having said this he stares at the shaft and the vacant 
floor below it, looks at you, then starts to run back 
through 62 towards the doors at 78, shouting as he 
goes. 

You realize that something has alerted him and once 
he reaches the doors the Troll will be able to hear his 
cries. You therefore have no alternative but to tackle 
and subdue him, which is not particularly difficult. 

Calculate E + 4H: you need a score of 11 to succeed. 
If you do you are able to pin him down, bind him 
with your rope and gag him with a strip torn from 
his own clothing. You can then either leave him here 
while you explore on your own (turning to 322) or 
force him to tell you all he knows (in which case 
turn to 398). 

If you fail to score 11 ( and you can sacrifice Fortune 
Points to modify your score if need be) he will 



371-372 



somehow manage to evade you and get through 
the doors at 78 into the room at 158. There the 
Troll will come to his aid, and you should turn to 
338. 



371 

You stand before a closed wooden door. The black 
metal handle is shaped like a bone. 

If you turn it and push the door open, turn to 223. 

Behind you, a passage runs fifteen feet to a 

crossroads. 

If you leave the door and move to that point, turn 
to 19. 



372 

You have come to a point where three passages meet 
to form a T-junction. 

Looking down the central passage, with the others at 
right-angles to either side, you will be able to see 
what looks like a rectangular hole in the floor of the 
passage. 

If you go towards it, turn to 195. 

Looking to your left, you can see that this passage 
turns right, forty-five feet away. If you move to 
that point, turn to 360. 

In the other direction, the passage again runs 
forty-five feet before turning right, and if you go 
that way you should turn to 301. 



373-374 



373 

You press your ear against the door and can 
eventually make out an irregular clattering noise 
from beyond, a little like the sound of hailstones 
hitting the door of your home in one of the winter 
storms. 

Turn back to 287 and make your decision on 
whether or not to open the door. 

374 

The Ogre has Vitality 16 and does 4 points of 
damage, if it hits. Its Expertise is variable, as it 
prefers to avoid full daylight. If you are fighting it at 
night its Expertise will be 14, in the faint light of 
dawn it will be 13, and once daylight arrives it will 
be down to 12. 

Carry out the combat routine as described in the 
Game System; if this results in your death, turn to 
289. 

If you emerge victorious, you may add 4 Fortune 
Points and 1 Point of Expertise to your Character 
Sheet for succeeding against a formidable opponent, 
and may pause to have a meal or take a Potion if you 
wish. The extra exertions of combat have left you 
desperately thirsty, and you need a long drink to 
recover (thus increasing today's consumption to 
three-quarters of a waterskin). 

Having amended your Character Sheet, when ready 
to proceed turn to: 

278 if the fight took place by the boulder in the 

darkness. 

246 if the fight occurred by the thorntree at dawn. 



375-376 

182 if you ambushed the Ogre in daylight. 



375 

After a while, the light of your torch will enable you to 
see two places of interest in this long, straight, dark 
passage. 

Forty feet in one direction you will see a T-junction 
where this passage ends and others turn off to left and 
right. 

Forty feet in the other direction you can see a 
rectangular hole in the floor of the passage, which 
carries on beyond it. 

If you go to the hole in the floor, turn to 119. 

If you prefer to go to the T-junction, turn to 221. 



376 

You find that the flaring end of your torch is sufficient 
to keep the serpents at bay, especially when you get 
your back to the wall. However, you only have a 
limited number of torches, which only last an hour or 
two each, and there seem to be over a score of serpents 
down here with you. 

There is no way to climb out, unless you collected a 
ladder on your travels and brought it into the room 
with you. If you did, you will be able to stand it below 
the door and climb to open it. 

In this case turn to 325. 



377-378 



If you have no ladder, you will have to hope someone 
(or something) arrives to get you out before you run 
out of torches and the serpents get you. 

Turn to 309. 

377 

You have reached a point where two long, dark 
passages meet at right-angles. 

One has no features of note within the fifty feet 
range of your illumination, and if you go that way 
you should turn to 141. 

If we consider the first passage as pointing to twelve 
o'clock, the second one points to nine o'clock, and 
looking that way you can just make out a side 
passage turning off to the right at the very limit of 
vision. 

Should you wish to move to that point, turn to 221. 
378 

There is a metal rod, grooved along part of its length, 
which runs down the right-hand side of the shaft. At 
the bottom it appears to be attached to the glass 
panel, while at the top it joins a black metal box just 
below the level of the passage floor. You guess it may 
be intended to open the glass panel but cannot decide 
how it works. 

As the glass panel is five feet below floor level, you 
will be able to hang by your hands and kick the panel 
out. Alternatively, if you have managed to bring a 
ladder along, you will be able to manoeuvre it down 
the shaft and use it to break the panel. 



Whichever method you use, the effect is something of 



The serpents retreat a Uttle. 



379-380 



a surprise. The shards of glass only fall a matter of two 
or three feet, and then hang suspended, apparently in 
midair, at various odd angles. 

If you drop down into the room to investigate, turn 
to 36. 

If you have a ladder and wish to climb down, turn to 
4. 

If you wish to throw a burning torch down, turn to 
68. 

If you decide to leave the shaft and continue along 
the passage above, turn back to 269 and make a 
fresh choice there. 

379 

There is a comer in the passage here. In one direction 
the passage appears to end at a blank wall ten feet 
away. You can see no evidence of doors or side 
passages. 

If you wish to go to the end and investigate further, 
turn to 113. 

If you have come from that direction, the passage turns 
right here. In the other direction you can see another 
comer ten feet away where the passage turns right 
again. 

If you move to this second comer, turn to 47. 

380 

Apart fix)m the dead Hound, which is tethered by ten 
feet of chain to an iron ring set in the wall in the comer 
of the room, the only other feature in this area is the 
open door. 



381-382 



It may occur to you to try twisting the ring: if so, 
turn to 204. 

Otherwise, turn back to 38. 

381 

You spring quickly through the five-foot-square recess 
and find yourself in a twenty-foot-square room. Three 
of the walls are curtained, and only the wall through 
which you entered is bare. 

The recess, which has now disappeared, was at the 
right-hand end of this wall, as you face it. The five-foot 
block, which slid across to fill the recess and close the 
opening, had occupied half a ten-foot-long recess 
which now opens off the centre of this wall. 
Considering the marks on the fioor of this long recess, 
you feel there is probably another opening at the 
left-hand end of this wall, as the five-foot-square block 
at that end seems to be capable of pivoting to fill the 
other half of the long recess. You cannot, however, find 
any controlling device which might cause this to 
happen. 

Examining the block which you moved previously to 
gain entrance) you quickly discover a two-inch-square 
projection roughly matching the indentation on the 
other side. 

If you twist this projection, turn to 341. 

Otherwise, if you wish to examine the room, turn to 
389. 

382 

The old man shows you a chest in the comer to the 
right of the doorway, in the room otherwise described 



383 



in 254. The chest is six feet long, three feet high and 
two feet wide and made of some sort of metal. Heat 
has been applied to it at some time as there are the 
flaked and bUstered remains of paint adhering to the 
top. Six letters have been deeply engraved into the 
lid, and they are still legible. BASICV, you spell out. 

Beside the letters is a small glass window, 
undamaged by the heat, part of the rim of a small 
wheel set into the chest, and a small black button. A 
number is visible behind the window, and the old 
man explains that turning the wheel changes the 
number from through to 9. 

He believes you have to set a number, push the 
button, set another number, push the button and so 
on, and if you select the right number the chest will 
open. He has been trying unsuccessfully for some 
time, and thinks that "BASICV' must represent some 
sort of clue. 

If you wish to try, select the number you think will 
solve the code, and turn to that paragraph. If the first 
word is 'Congratulations' you are correct and should 
read OU; if anything else, you are wrong and should 
turn back here. 

When you give up, or if you prefer not to try, turn 
to 254. 

383 

You turn the handle and pull the door open towards 
you. There is a fifteen-foot-square room on the other 
side, with this doorway in the centre of one wall. 

The room is dark, but by the light of your torch you can 
see that it is practically empty, with no sign of other 



384-385 



doors, although there is a dark, shiny panel in the 
ceiling above the mid-point of the right-hand wall, 
which might be worth investigating. 

Lying on the floor, a few feet into the room, is a 
scattering of objects. You can see a sword, a dagger, 
over a dozen coins, a small bottle of the type used to 
hold potions, and several buckles of various sizes. 

Unless you have a ladder, you will not be able to 
investigate the panel in the ceiling, which is fifteen 
feet above the floor, but if you wish to enter the 
room turn to 74. 

Otherwise, you close the door and turn to 31. 
384 

As you close the door, there is a slight scraping noise, 
and a secret door opens in the right-hand end of the 
wall opposite the entrance. You can see a 
five-foot-wide passage beyond, which turns to the right 
after five feet. 

If you enter the passage and move to the corner, turn 
to 10. 

If you decide against it, you open the entrance door 
again, and the secret door slides shut. 

If both dogs are dead, turn to 336, or if the second is 
still alive, then turn to 320. 

385 

You find yourself hanging by one hand over a space 
previously occupied by the passage floor. Fortunately 
you have managed to retain your torch in the other 
hand, and have a few seconds to look around before you 
either have to release the torch or let go of the handle. 



386 



The 'door' you tried to open was five feet wide and 
twelve feet high, but when you turned the handle the 
bottom five feet hinged forwards, together with the 
five-foot stone block on either side, through 90 degrees. 
They now, therefore, form the ceiling from which you 
hang over the space vacated by the floor. 

This in turn was hinged at a point ten feet to the right 
of the 'door' and has tilted down at a steep angle. Ten 
feet to the left of the 'door', you can see where the floor 
proper continues. You are rather to the left of the edge 
of the tilted section which was the floor, and there 
appears to be a considerable empty space below: 
certainly your torchlight reveals no bottom. 

There is no way you can successfully 'bridge' a 
five-foot gap to work your way out, and even if you 
could reach the edge of the stone blocks which form 
the ends of the 'ceiling' over the trap, you would find 
no hand-hold. 

You have a few seconds before you need both hands to 
support yourself, and you can use the time to try to 
think of a way out. 

Then turn to 80. 

386 

You decide you must try to kill the Troll, which has. 
Expertise 15, Vitality 14 and does 3 points of damage 
with its oddly-shaped club. 

Combat is conducted in the normal way, except that 
the Troll has the ability to regenerate. To simulate 
this, if you manage to hit it in one round, you must 
start adding back 1 Vitality Point to its total in every 
successive round until it is back to the original total. 



387 



Only if you manage to do sufficient damage to take it 
below zero Vitality will it stop fighting. 

If you manage this, you will be able to sever its head and 
limbs, kick the pieces apart, and it will take a little 
while before it can again become a threat. You may add 
5 Fortune Points to your Character Sheet for this 
considerable success. 

Your next actions depend upon where and when the 
combat took place. 

If you have already secured the old man, you should turn 
back to the paragraph you noted before this combat 
occurred. 

If the old man is still finee, you will need to chase after 
and overcome him, before he can dodge out through the 
other doorway. 

Turn to 313 as you will next have to see to the 
permanent disposal of the Troll. 

If the combat goes against you, the Troll's tactics will 
change once it has reduced your Vitality below 4 points. 

If you reach this stage, turn to 306. 

387 

As you open the door, which is unexpectedly stiff, you 
hear a grinding noise nearby, and feel a vibration in the 
floor. There is a heavy thud and the noise ceases. 

The door starts to close of its own accord, and you must 
either step back or jump through quickly to avoid being 
caught by the edge. 

If you step back and do not pass through the 
doorway, turn to whichever of 159 or 207 you just 
noted. 



388-389 



If you jump through,' turn to the other paragraph 
number and delete your note. 

388 

The doorway leads lirom the room described at 52, and 
you should turn back to that paragraph number if you 
wish to return. 

The door itself stands open, and there is a five-foot 
recess beyond leading into a fifteen-foot-square room. 
The purpose of this room is quite obvious: there is a 
five-foot-square shaft leading downwards in the centre, 
with a stout winch mounted over the top, thick with 
what must be at least 100 feet of rope, and a large 
bucket hanging from it. Several other buckets stand 
along the otherwise featureless walls. All are over two 
feet high and sUghtly less across the top. 

If you wish to try lowering the bucket, for whatever 
purpose comes to mind, turn to 164. 

If you fancy the quick way down, you can just get 
both feet in the bucket, and descend quickly into 
the shaft. To try this course, turn to 260. 

389 

Apart fix)m the wall through which you entered, which 
consists of bare black stone blocks, recessed as 
previously described, this twenty-foot-square room has 
curtains covering the walls. The ones facing you are 
pale grey, with green ones on your left and purple on 
the right. 

In front of the grey curtains is an altar, made from two 
of the usual black stone blocks, but this time 
smoothed and polished until they gleam like jet. On 
top of this is a three-foot-high gold statue of an 



There are various gold items on the altar. 



390-391 



otherwise human male, with the head of a long-beaked 
bird. 

If you try to move the statue you will find it far too 
heavy. However, there are various smaller gold items on 
the altar which you will just about be able to cram into 
your pack if you wish: two golden candlesticks, a golden 
bowl and an (empty) golden goblet. These items are 
obviously of considerable value - and their theft will 
just as obviously seriously upset their owners. If you 
take them, add them to your Character Sheet. 

There is nothing else of note in the room: if you 
entered through the left-hand end of the uncurtained 
wall, turn to 365, while if you entered through the 
right-hand endyou should turn to 341. 

390 

You clamber down the ladder, squeezing through the 
narrow space at the bottom where the glass panel was 
broken, then lower yourself to hands and knees on the 
unsteady surface below. 

As soon as your hands touch the surface you feel a 
burning pain on your exposed flesh. 

Turn to 244. 

391 

You stand at a point where three passages meet. 

If you face down the centre one, which is at right- angles 
to the other two, you can see another passage joins it 
fom the left, forty feet away. 

Turn to 123 if you go as far as this side-passage. 

The second passage, on your right, runs fifteen feet to 
another T-junction. Turn to 199 if you take that direction. 



392-393 



Opposite the second passage, the third one (on your 
left) leads twenty-five feet and ends where other 
passages turn off to left and right. If you take this 
route, turn to 71. 

392 

If you wish to examine the black panels in the 
ceiUng, you can prop the ladder against the wall and 
climb to a point where your head is just below one of 
the panels. They are two feet long and one foot wide; 
one is above the centre point on the left-hand wall 
and the other directly opposite over the mid-point of 
the right-hand wall (looking from a position in the 
doorway). 

Both are smooth, cool to the touch, and appear to be 
made of some glassy material. Your torch Ught is 
reflected from them, and you are unable to see what 
(if anything) lies above. You can find no fastenings, 
and the panels do not move under pressure fix)m your 
hand. 

If you wish to break one, turn to 328 for the one 
on the left, and 65 for the one on the right. 

If you prefer not to try this, turn to 344. 
393 

You have now reached a point where three passages 
meet. 

The centre one is thirty-five feet long. At one end it 
joins the other two passages at a T-junction. Looking 
down this passage kora the junction you will be able 
to see that, on the left-hand side at the far end there 
is a five-foot alcove, with an opening in its floor. 



394-395 



If you wish to move to investigate the opening in the 
alcove, turn to 146. 

Looking to the left, you see that the passage continues 
for forty feet, then reaches a comer where it turns left. 
However, five feet before the comer on the right-hand 
side there is another alcove, again with an opening in 
the floor. 

If you move to that one, turn to 154. 

To your right, the third passage travels as far as you can 
see into the darkness. Before that, there are two 
openings, probably side passages tuming off to the 
right, but closer, only ten feet away, is another alcove 
much as the others, in the left-hand wall. 

If you go there, turn to 269. 

394 

Whether you climb down the ladder or leap off 
backwards to the floor, the result will be the same. By a 
combination of stinging blows fiiom the tendrils and 
landing awkwardly on the hard stone floor, you will 
suffer 3 more points of damage before you are ready for 
combat. 

Amend your Character Sheet. If the damage has 
been sufficient to kill you, turn to 289. 

Otherwise, turn to 250. 

395 

As you seek a way to open the handle-less door, it 
suddenly tilts forward and falls on top of you. ft is 
actually not a door at all, but a rare subterranean 
monster known as a Monolith. (Monoliths are a 
siUcate life-form resembling a slab of rock. They can 



It falls on top of you. 



396-397 



vary both their shape and colouring in order to blend 
with their surroundings, but for some reason can only 
grow by absorbing animal protein, which they usually 
gain by crushing an unsuspecting prey.) 

You may be able to spring clear as the Monolith falls 
on you. Calculate E + 4H-T: you will suffer 1 point of 
damage for every point below 18 that you score, and 
may NOT use Fortune in this instance. If you achieve a 
score of 18 or more you will be unharmed. 

If you suffer so much damage as to be killed, turn to 
289. 

Otherwise, turn to 64. 

396 

Having apparently suffered a rush of blood to the brain, 
you drop into the room below. Although fit and agile, 
even you cannot hope to escape scot-free from a drop of 
over fifteen feet on to a stone floor, and you must 
deduct 2 points fom your VitaUty score. 

Fortunately, your torch stays aUght, and you are able to 
look around. 

Turn to 268 unless the loss of 2 Vitality Points killed 
you, in which case turn to 289. 

397 

With a powerfijl upward lunge, you thrust your weapon 
at the centre of the brightly glowing yellow panel. It 
shatters with a crash, but even as the shards are falling, 
you feel a numbing blow to the hand which holds the 
weapon, as if a giant had stamped upon it, and 
simultaneously your heart gives a great leap. Your 
senses rapidly desert you, as you feel your feet sUp 



398-399 



fom the ladder, but you are just aware that the light 
above you has been extinguished. 

You will have to be very lucky to survive such a 
shocking effect to your heart. If you have enough 
Fortune Points, cross 8 of them off your Character 
Sheet and turn to 205. 

If you have 7 or less Fortune Points available you 
will be unable to do that, and should turn to 289. 

398 

With a little persuasion, the old man can be made to 
talk and once started it is difficult to stop him. It is 
obviously a speech he has made to initiates many 
times before. 

Make a note of this paragraph number. Then read the 
descriptions in 354 and 318 (ignoring the first 
paragraph) which is the conducted tour you would 
have received had the old man accepted you as a 
genuine initiate, and turn back to this paragraph when 
you have done so. 

Now you know almost as much as the old man about 
this area and should continue- your travels fk)m 

wherever you left off. 

If you wish to see the chest with the suspected 
valuable contents and the numerical code, turn to 
334. 

399 

The door opens easily and, once you have stepped 
through and released it, will swing shut with a click 
fom the latch. 

On one side is a fifteen-foot-wide passage leading left 



400-401 



to a large pair of doors and right to a comer where it 
turns right. 

If you are on that side of the door, turn to 347. 

On the other side of the door a five-foot-wide passage 
leads away lk)m it, stretching straight ahead as far as 
you can see by the light of your torch. There is another 
passage entering from the right after fifteen feet. 

If you are on that side of the door, turn to 115. 
400 

A Paralysis SpeU had been cast on the chest, and you 
have suffered the fuU effects. (Those authorized to 
open the chest know the correct Words of Power to 
prevent the spell harming them.) 

Bent forward, one hand gripping the key and the other 
holding your torch, you are unable to move. You will 

still be there when the beings who use the pyramid 
return, and they have a short way with intruders. 

For this character, I regret the adventure has ended. 

401 

You feel that you would prefer somewhere cooler for 
your next adventure. One of your uncles owns a small 
mine near Crystal Peak, in the Mom Mountains, and 
you have a long-standing invitation to visit him. You 
decide that now is the ideal opportunity to make 
contact with your uncle, and you resolve to plan a trip 
to the west of the Kingdom as soon as possible. 



The fantastic events of that fateful trip will be recorded 
in the third book in the Skyfiall series. 



MONSTER COMBAT RECORDS 


Monster: 


Monster: 


Expertise: 


Expertise: 






Vitality: 


Vitality: 


Monster: 


Monster: 


Expertise: 


Expertise: 


Damage: 


Damage: 


Vitality: 


Vitality: 


Monster: 


Monster: 


Expertise: 


Expertise: 


Damage: 


Damage: 


Vitality: 


Vitality: 


Monster: 


Monster: 


Expertise: 


Expertise: 


Damage: 


Damage: 


Vitality: 


Vitality: 


Monster: 


Monster: 


Expertise: 


Expertise: 


Damage: 


Damage: 


Vitality: 


Vitality: 


Monster: 


Monster: 


Expertise: 


Expertise: 


Damage: 


Damage: 


Vitality: 


Vitality: 



w^I^N^f^U Game System 



CHARACTERISTICS 

EXPERTISE (E): Initial E is always 12. No limits to the 
level to which E score can rise or fall. 

VITALITY (V): Initial V is always 20. May not rise 

beyond this and Death occurs if it falls to 

FORTUNE (F): f 

Initial F IS 1 0+3H-T. 

Combat Resolution 

Examples: 

2H Toss 2 coins, count the heads 
3T Toss 3 coins, count the tails 
4H — Toss 4 coins, count heads and deduct tails 
E+4H Toss 4 coins, count heads and add that 
number to your E score 
1 0+4H-T Toss 4 coins, count heads and add that 

number to 10. Deduct number of tails for 
your answer. 



Combat Modifiers 

* If SURPRISE is involved, subtract 3T from the 
defender's E score. 

* Toss E + 4H for yourself, and E + 4H for your 

opponent. Winner subtracts appropriate Damage 
points from opponent's V score. You may use 
FORTUNE. 

* Combat continues until one character's V score 
reaches 0. 

* FORTUNE: In combat, you may give up to 1 F point to 
add 1 point to the Damage you inflict. Or you may use 
1 F point to reduce Damage suffered. 



Provisions 

Food: Eat one meal per day to add 4 to your Y score. 

Healing: 3 draughts. Each adds 8 to your V score. (Cannot 
be used during combat.)